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

councillor_increase_relevant_skill_two_points_effect

councillor_increase_relevant_skill_two_points_effect = yes

game/common/scripted_effects/00_councillor_effects.txt, line 817 (14 lines). No parameters.

councillor_increase_relevant_skill_two_points_effect is a scripted effect in Crusader Kings III, written at line 817 of its file. It takes no parameters: councillor_increase_relevant_skill_two_points_effect = yes. The game's script calls it in 1 place, among them The Shared Scroll (event tgp_movement_events.0070). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.

What it does

  • Depending on has council position:
    • When has council position is Chancellor:
      • add_diplomacy_skill = 2
    • When has council position is Court Chaplain:
      • add_learning_skill = 2
    • When has council position is Marshal:
      • add_martial_skill = 2
    • When has council position is Steward:
      • add_stewardship_skill = 2
    • When has council position is Spymaster:
      • add_intrigue_skill = 2
    • When has council position is Kurultai Member:
      • add_martial_skill = 2
    • When has council position is Kurultai Member:
      • add_martial_skill = 2
    • When has council position is Kurultai Member:
      • add_martial_skill = 2
    • When has council position is Kurultai Member:
      • add_martial_skill = 2

• 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 (14 lines of game script)
councillor_increase_relevant_skill_two_points_effect = {
	switch = {
		trigger = has_council_position
		councillor_chancellor = { add_diplomacy_skill = 2 }
		councillor_court_chaplain = { add_learning_skill = 2 }
		councillor_marshal = { add_martial_skill = 2 }
		councillor_steward = { add_stewardship_skill = 2 }
		councillor_spymaster = { add_intrigue_skill = 2 }
		councillor_kurultai_1 = { add_martial_skill = 2 }
		councillor_kurultai_2 = { add_martial_skill = 2 }
		councillor_kurultai_3 = { add_martial_skill = 2 }
		councillor_kurultai_4 = { add_martial_skill = 2 }
	}
}

As written in game/common/scripted_effects/00_councillor_effects.txt.

Where it is used

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

Events (1)

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

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