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

make_councillor_start_up_effect

make_councillor_start_up_effect = yes

game/common/scripted_effects/00_councillor_effects.txt, line 1039 (81 lines). No parameters.

make_councillor_start_up_effect is a scripted effect in Crusader Kings III, written at line 1039 of its file. It takes no parameters: make_councillor_start_up_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.

What it does

  • Their liege or court owner › If government is Nomadic:
    • If

      Then

      • assign_councillor_type = { type = councillor_kurultai_1 remove_existing_councillor = yes target = scope:new_councillor }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_2 remove_existing_councillor = yes target = scope:new_councillor }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_3 remove_existing_councillor = yes target = scope:new_councillor }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_4 remove_existing_councillor = yes target = scope:new_councillor }

• 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 (81 lines of game script)
make_councillor_start_up_effect = {
	save_scope_as = new_councillor
	liege_or_court_owner = {
		# Kurultai cp slots only exist under nomadic government (liege_or_court_owner may be a non-nomad direct liege).
		if = {
			limit = { government_has_flag = government_is_nomadic }
			if = {
				limit = {
					NOT = { exists = cp:councillor_kurultai_1 }
					scope:new_councillor = {
						can_be_kurultai_trigger = {
							COURT_OWNER = scope:new_councillor.liege_or_court_owner 
							CP1 = councillor_kurultai_2
							CP2 = councillor_kurultai_3
							CP3 = councillor_kurultai_4
						}
					}
				}
				assign_councillor_type = {
					type = councillor_kurultai_1
					remove_existing_councillor = yes
					target = scope:new_councillor
				}
			}
			else_if = {
				limit = {
					NOT = { exists = cp:councillor_kurultai_2 }
					scope:new_councillor = {
						can_be_kurultai_trigger = {
							COURT_OWNER = scope:new_councillor.liege_or_court_owner 
							CP1 = councillor_kurultai_1
							CP2 = councillor_kurultai_3
							CP3 = councillor_kurultai_4
						}
					}
				}
				assign_councillor_type = {
					type = councillor_kurultai_2
					remove_existing_councillor = yes
					target = scope:new_councillor
				}
			}
			else_if = {
				limit = {
					NOT = { exists = cp:councillor_kurultai_3 }
					scope:new_councillor = {
						can_be_kurultai_trigger = {
							COURT_OWNER = scope:new_councillor.liege_or_court_owner  
							CP1 = councillor_kurultai_1
							CP2 = councillor_kurultai_2
							CP3 = councillor_kurultai_4
						}
					}
				}
				assign_councillor_type = {
					type = councillor_kurultai_3
					remove_existing_councillor = yes
					target = scope:new_councillor
				}
			}
			else_if = {
				limit = {
					NOT = { exists = cp:councillor_kurultai_4 }
					scope:new_councillor = {
						can_be_kurultai_trigger = {
							COURT_OWNER = scope:new_councillor.liege_or_court_owner 
							CP1 = councillor_kurultai_1
							CP2 = councillor_kurultai_2
							CP3 = councillor_kurultai_3
						}
					}
				}
				assign_councillor_type = {
					type = councillor_kurultai_4
					remove_existing_councillor = yes
					target = scope:new_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 make_councillor_start_up_effect.

On actions (the game's own hooks) (1)

  • on_game_start_after_lobby

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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