Scripted trigger · All Under Heaven files
farm_estates_3_4_trigger
In the game: Requires one of the following: • Holder's Culture has the Manorialism Innovation, and this Barony is Farmlands and has a Level 2 Holding • Holder's Culture has the Pastorialists Tradition, and this Holding has the Coops Building • Holder's Culture has the Manorialism and Champa Rice Innovations, this Barony has a Level 2 Holding and access to the Wet Fields line of Buildings
farm_estates_3_4_trigger = yesgame/common/scripted_triggers/10_tgp_triggers.txt, line 1078 (28 lines). No parameters.
farm_estates_3_4_trigger is a scripted trigger in Crusader Kings III, in the All Under Heaven files, written at line 1078 of its file. It takes no parameters: farm_estates_3_4_trigger = yes (or no). The game's script calls it in 2 places, among them Farm Estates (building) and Hundred-acre Fields (building). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/10_tgp_triggers.txt.
What it checks
- Requires one of the following: Holder's Culture has the Manorialism Innovation, and this Barony is Farmlands and has a Level 2 Holding · Holder's Culture has the Pastorialists Tradition, and this Holding has the Coops Building · Holder's Culture has the Manorialism and Champa Rice Innovations, this Barony has a Level 2 Holding and access to the Wet Fields line of Buildings
• 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 (28 lines of game script)
farm_estates_3_4_trigger = {
custom_tooltip = {
text = farm_estates_3_4_trigger
OR = {
AND = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
building_farm_estates_requirement_terrain = yes
}
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_champa_rice
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
}
}As written in game/common/scripted_triggers/10_tgp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls farm_estates_3_4_trigger.
Buildings (2)
Source: game/common/scripted_triggers/10_tgp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.