Scripted trigger
exclave_independence_trigger
exclave_independence_trigger = yesgame/common/scripted_triggers/00_game_rule_triggers.txt, line 28 (24 lines). No parameters.
exclave_independence_trigger is a scripted trigger in Crusader Kings III, written at line 28 of its file. It takes no parameters: exclave_independence_trigger = yes (or no). The game's script calls it in 2 places, among them game_rule.2 (event) and game_rule.3 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_game_rule_triggers.txt.
What it checks
- Is an Independent Ruler
- Does not hold Papacy
- Any sub realm title:
- Title tier exactly County
NOT = { is_connected_to = { target = root.capital_province.county } }
• 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 (24 lines of game script)
exclave_independence_trigger = {
top_liege = this
NOT = { has_title = title:k_papal_state }
exists = root.capital_province
any_sub_realm_title = {
tier = tier_county
NOT = {
is_connected_to = {
target = root.capital_province.county
}
}
}
trigger_if = {
limit = {
exists = primary_heir
}
primary_heir = {
NOR = {
top_liege = this # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected
is_ai = no # Players always inherit everything
}
}
}
}As written in game/common/scripted_triggers/00_game_rule_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls exclave_independence_trigger.
Events (2)
Source: game/common/scripted_triggers/00_game_rule_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.