Scripted trigger
byzantine_governor_trigger
byzantine_governor_trigger = yesgame/common/scripted_triggers/00_illustration_triggers.txt, line 753 (18 lines). No parameters.
byzantine_governor_trigger is a scripted trigger in Crusader Kings III, written at line 753 of its file. It takes no parameters: byzantine_governor_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_illustration_triggers.txt.
What it checks
- Is landed
- they has administrative government mechanic
- Their liege:
One of these
is_roman_emperor_primary_title_trigger = yesor
All of these
- Their culture:
One of these
- The Culture has the Eastern Roman Cultural Pillar
or
The Culture has the Caucasian Cultural Pillar
primary_title.tier >= tier_empire
- Their culture:
• 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 (18 lines of game script)
byzantine_governor_trigger = {
is_landed = yes
government_has_mechanic = administrative
liege ?= {
OR = {
is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
primary_title.tier >= tier_empire
}
}
}
}As written in game/common/scripted_triggers/00_illustration_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_illustration_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.