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

location_has_multi_story_buildings_trigger

location_has_multi_story_buildings_trigger = { LOCATION = … }

game/common/scripted_triggers/00_economic_triggers.txt, line 84 (11 lines). Parameters: $LOCATION$.

location_has_multi_story_buildings_trigger is a scripted trigger in Crusader Kings III, written at line 84 of its file. A call passes 1 parameter: LOCATION. The game's script calls it in 6 places, among them Clear Your Head (event feast_events_ewan.0001), Not So Young: Growing Fragility (event harm.0562) and Not So Young: The Descent (event harm.0561). Patch 1.20.1.2, from game/common/scripted_triggers/00_economic_triggers.txt.

What it checks

Every line of it is script with no tooltip text: the script is below.

The script as written (11 lines of game script)
location_has_multi_story_buildings_trigger = {
	$LOCATION$ ?= {
		# Filter out ocean-going people.
		## Yes, this will error otherwise.
		is_sea_province = no
		# We just want to make sure we're not dealing with a tribe, who likely won't have too many really tall buildings.
		NOT = { has_holding_type = tribal_holding }
		# And that the place isn't a total backwater, which would also stop it having too many tall buildings.
		county = { development_level >= 10 }
	}
}

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

Where it is used

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

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

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