Scripted trigger
has_county_corruption_trigger
has_county_corruption_trigger = yesgame/common/scripted_triggers/00_county_corruption_triggers.txt, line 8 (23 lines). No parameters.
has_county_corruption_trigger is a scripted trigger in Crusader Kings III, written at line 8 of its file. It takes no parameters: has_county_corruption_trigger = yes (or no). The game's script calls it in 13 places, among them Increase Control (council task), Increase Control (council task) and Increase Control (council task). Patch 1.20.1.2, from game/common/scripted_triggers/00_county_corruption_triggers.txt.
What it checks
One of these
- The county has the modifier “Incompetent Tax Collection”
or
The county has the modifier “Deserting Levies”or
The county has the modifier “Smuggling Ring”or
The county has the modifier “Bandits Running Rampant”or
The county has the modifier “Inefficient Census”or
The county has the modifier “Lack of Sheriffs”or
The county has the modifier “Distrust of Courts”or
The county has the modifier “Thieves Guild”or
The county has the modifier “Unsafe Highways”or
The county has the modifier “Uncooperative Guilds”or
The county has the modifier “Lackluster Administration”or
The county has the modifier “Roaming Bandits”or
The county has the modifier “Wild Beast Attacks”or
The county has the modifier “Upset Shepherds”or
The county has the modifier “Rogue Warriors”or
The county has the modifier “Unruly Nomads”or
The county has the modifier “Peasant Outcry”or
The county has the modifier “Peasant Outrage”or
The county has the modifier “Peasant Riots”
• 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 (23 lines of game script)
has_county_corruption_trigger = {
OR = {
has_county_modifier = county_corruption_inefficient_tax_collection_modifier
has_county_modifier = county_corruption_deserting_levies_modifier
has_county_modifier = county_corruption_smuggling_ring_modifier
has_county_modifier = county_corruption_bandits_rampant_modifier
has_county_modifier = county_corruption_inefficient_census_modifier
has_county_modifier = county_corruption_lack_of_sheriffs_modifier
has_county_modifier = county_corruption_lack_of_courts_modifier
has_county_modifier = county_corruption_thieves_guild_modifier
has_county_modifier = county_corruption_unsafe_highways_modifier
has_county_modifier = county_corruption_uncooperative_guilds_modifier
has_county_modifier = county_corruption_lackluster_administration_modifier
has_county_modifier = county_corruption_roaming_bandits_modifier
has_county_modifier = county_corruption_wild_beast_attacks_modifier
has_county_modifier = county_corruption_upset_shepherds_modifier
has_county_modifier = county_corruption_rogue_warriors_modifier
has_county_modifier = county_corruption_unruly_nomads_modifier
has_county_modifier = small_investment_in_revolt_modifier
has_county_modifier = medium_investment_in_revolt_modifier
has_county_modifier = high_investment_in_revolt_modifier
}
}As written in game/common/scripted_triggers/00_county_corruption_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_county_corruption_trigger.
Council tasks (5)
- Increase Control
- Increase Control
- Increase Control
- Increase Control
- Increase Control in County
Task contracts (1)
- laamp_help_increase_control_contract
Great projects (1)
- minister_project_establish_control
Events (2)
- Caravan Calamity
fp3_frontier_story_cycle.0007 - realm_maintenance.0004
Scripted effects inside an event file (1)
- 1025_randomize_and_remember_contract_type_effect
On actions (the game's own hooks) (1)
- high_control_pulse
Scripted effects (1)
Suggestions (1)
- Suggestion: Increase Control in …
Source: game/common/scripted_triggers/00_county_corruption_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.