Scripted trigger
building_waterworks_requirement_terrain
building_waterworks_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 969 (8 lines). No parameters.
building_waterworks_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 969 of its file. It takes no parameters: building_waterworks_requirement_terrain = yes (or no). The game's script calls it in 8 places, among them Artificial Lakes (building), Canal Locks (building) and Cisterns (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
- This is the County Capital
NOT = { terrain = mountains }NOT = { terrain = desert_mountains }- scope:holder.culture: Their Culture has the Unlocks the Water Management line of Buildings Tradition
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (8 lines of game script)
building_waterworks_requirement_terrain = {
is_county_capital = yes
NOR = {
terrain = mountains
terrain = desert_mountains
}
scope:holder.culture = { has_cultural_parameter = unlocks_waterworks_buildings }
}As written in game/common/scripted_triggers/00_building_requirement_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls building_waterworks_requirement_terrain.
Source: game/common/scripted_triggers/00_building_requirement_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.