CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 = yes

game/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.

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.

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