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

economical_ai_guts_trigger

economical_ai_guts_trigger = yes

game/common/scripted_triggers/00_ai_value_triggers.txt, line 260 (21 lines). No parameters.

economical_ai_guts_trigger is a scripted trigger in Crusader Kings III, written at line 260 of its file. It takes no parameters: economical_ai_guts_trigger = yes (or no). The game's script calls it in 2 places, among them ai_has_economical_boom_personality (scripted trigger) and ai_has_warlike_personality (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.

What it checks

• 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 (21 lines of game script)
economical_ai_guts_trigger = {
	ai_boldness > 0
	OR = {
		has_focus = stewardship_domain_focus # Only this focus, which is 33% of all stewardship focused characters in the world
		has_trait = calm
		has_trait = patient
		has_trait = diligent
		has_trait = generous
		has_trait = stubborn
		has_trait = profligate
		has_character_modifier = the_city_builder_modifier
		has_character_modifier = the_castle_builder_modifier
	}
	NAND = {
		has_trait = greedy
		has_trait = impatient
		house ?= {
			has_house_modifier = unity_house_organized_for_war_modifier
		}
	}
}

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

Where it is used

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

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

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