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

got_council_position_effect

got_council_position_effect = yes

game/common/scripted_effects/00_councillor_effects.txt, line 15 (57 lines). No parameters.

got_council_position_effect is a scripted effect in Crusader Kings III, written at line 15 of its file. It takes no parameters: got_council_position_effect = yes. The game's script calls it in 13 places, among them Chancellor (council positions), Court Chaplain (council positions) and Grand Marshal (council positions). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.

What it does

  • If

    • has_court_position = travel_leader_court_position

    Then

    • Their liege:
      • revoke_court_position = { recipient = scope:new_councillor court_position = travel_leader_court_position }
  • If

    • has_opinion_modifier = { modifier = fired_from_council_opinion target = liege }

    Then

    • remove_opinion = { modifier = fired_from_council_opinion target = liege }
  • If

    • has_opinion_modifier = { modifier = revoked_court_position_opinion target = liege }

    Then

    • remove_opinion = { modifier = revoked_court_position_opinion target = liege }
  • If

    • Their religion is not Christianity
    • scope:councillor_liege:
      • Highest held Title is at least Kingdom Rank
      • Any character situation:
        • situation_type = the_christian_church
        • The current phase counts “A King or higher hires a non-Christian Councillor”

    Then

• 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 (57 lines of game script)
got_council_position_effect = {
	save_scope_as = new_councillor
	# Travel Leaders can't be councillors, but should appear in the councillor list
	if = {
		limit = { has_court_position = travel_leader_court_position }
		liege = {
			revoke_court_position = {
				recipient = scope:new_councillor
				court_position = travel_leader_court_position
			}
		}
	}
	#If there is a fired opinion remove it
	if = {
		limit = {
			has_opinion_modifier = {
				modifier = fired_from_council_opinion
				target = liege
			}			
		}
		remove_opinion = {
			modifier = fired_from_council_opinion
			target = liege
		}
	}
	# No longer angry for losing court position - this is *better*!
	if = {
		limit = {
			has_opinion_modifier = {
				modifier = revoked_court_position_opinion
				target = liege
			}			
		}
		remove_opinion = {
			modifier = revoked_court_position_opinion
			target = liege
		}
	}

	add_character_flag = is_in_the_council
	if = {
		limit = {
			has_pam_dlc_trigger = yes
			NOT = { religion = religion:christianity_religion }
			scope:councillor_liege ?= {
				highest_held_title_tier >= tier_kingdom
				any_character_situation = {
					situation_type = the_christian_church
					situation_top_has_catalyst = catalyst_the_christian_church_ruler_hired_non_christian_councillor
				}
			}
		}
		situation:the_christian_church = {
			trigger_situation_catalyst = catalyst_the_christian_church_ruler_hired_non_christian_councillor
		}
	}
}

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

Where it is used

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

Council positions (13)

  • Chancellor
  • Court Chaplain
  • Grand Marshal
  • Kurultai Member
  • Kurultai Member
  • Kurultai Member
7 more
  • Kurultai Member
  • Marshal
  • Minister of Justice
  • Minister of Personnel
  • Minister of Works
  • Spymaster
  • Steward

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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