CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

building_windmills_requirement_terrain

building_windmills_requirement_terrain = yes

game/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 = farmlands
      • or

        terrain = plains
      • or

        terrain = hills
      • or

        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.

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.

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