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

commander_in_terrain_specialisation

commander_in_terrain_specialisation = yes

game/common/scripted_triggers/00_commander_triggers.txt, line 3 (38 lines). No parameters.

commander_in_terrain_specialisation is a scripted trigger in Crusader Kings III, written at line 3 of its file. It takes no parameters: commander_in_terrain_specialisation = yes (or no). The game's script calls it in 4 places, among them Camp Fever (event harm.2001), Marching Malaise (event harm.2011) and So... Cold... (event harm.2021). Patch 1.20.1.2, from game/common/scripted_triggers/00_commander_triggers.txt.

What it checks

  • One of these

• 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 (38 lines of game script)
commander_in_terrain_specialisation = {
	OR = {
		AND = {
			has_trait = desert_warrior
			location = {
				terrain = desert
				terrain = desert_mountains
			}
		}
		AND = {
			has_trait = jungle_stalker
			location = { terrain = jungle }
		}
		AND = {
			has_trait = open_terrain_expert
			location = {
				terrain = farmlands
				terrain = plains
				terrain = steppe
			}
		}
		AND = {
			has_trait = rough_terrain_expert
			location = {
				terrain = hills
				terrain = mountains
				terrain = wetlands
			}
		}
		AND = {
			has_trait = forest_fighter
			location = {
				terrain = forest
				terrain = taiga
			}
		}
	}
}

As written in game/common/scripted_triggers/00_commander_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls commander_in_terrain_specialisation.

Events (4)

Source: game/common/scripted_triggers/00_commander_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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