Scripted trigger
realm_law_use_imperial_bureaucracy
realm_law_use_imperial_bureaucracy = yesgame/common/scripted_triggers/00_law_triggers.txt, line 203 (3 lines). No parameters.
realm_law_use_imperial_bureaucracy is a scripted trigger in Crusader Kings III, written at line 203 of its file. It takes no parameters: realm_law_use_imperial_bureaucracy = yes (or no). The game's script calls it in 16 places, among them Absolute Autocracy (law), Centralized Bureaucracy (law) and Decentralized Realm (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
- Government use Imperial Bureaucracy as Government Authority
• 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 (3 lines of game script)
realm_law_use_imperial_bureaucracy = {
government_has_flag = government_uses_imperial_bureaucracy
}As written in game/common/scripted_triggers/00_law_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls realm_law_use_imperial_bureaucracy.
Laws (11)
Scripted effects (1)
Scripted triggers (2)
Script values (1)
- admin_title_troop_command_cost_value
Customizable localization (1)
- GetGovernmentAuthority
Source: game/common/scripted_triggers/00_law_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.