Scripted trigger
building_windmills_requirement_terrain
building_windmills_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 516 (12 lines). No parameters.
building_windmills_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 516 of its file. It takes no parameters: building_windmills_requirement_terrain = yes (or no). The game's script calls it in 19 places, among them Crop Fields (building), Fruit Orchards (building) and Gearboxes (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
- Their county › Any county province:
One of these
terrain = farmlandsor
terrain = plainsor
terrain = hillsor
Is coastal
• 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 (12 lines of game script)
building_windmills_requirement_terrain = {
county ?= {
any_county_province = {
OR = {
terrain = farmlands
terrain = plains
terrain = hills
is_coastal = yes
}
}
}
}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_windmills_requirement_terrain.
Buildings (15)
Scripted effects (3)
Scripted triggers (1)
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.