CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

holding_is_feudalized

holding_is_feudalized = yes

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 94 (8 lines). No parameters.

holding_is_feudalized is a scripted trigger in Crusader Kings III, written at line 94 of its file. It takes no parameters: holding_is_feudalized = yes (or no). The game's script calls it in 1 place, among them can_raze_own_holding (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.

What it checks

  • One of these

    • has_holding_type = castle_holding
    • or

      has_holding_type = city_holding
    • or

      has_holding_type = church_holding
    • or

      has_holding_type = temple_citadel_holding

• 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 (8 lines of game script)
holding_is_feudalized = {
	OR = {
		has_holding_type = castle_holding
		has_holding_type = city_holding
		has_holding_type = church_holding
		has_holding_type = temple_citadel_holding
	}
}

As written in game/common/scripted_triggers/00_building_requirement_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls holding_is_feudalized.

Scripted rules (1)

  • can_raze_own_holding

Source: game/common/scripted_triggers/00_building_requirement_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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