Scripted trigger
economical_ai_guts_trigger
economical_ai_guts_trigger = yesgame/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
- Ai boldness more than 0
• 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.
Scripted triggers (2)
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.