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

can_be_kurultai_trigger

can_be_kurultai_trigger = { COURT_OWNER = … CP1 = … CP2 = … CP3 = … }

game/common/scripted_triggers/00_councillor_triggers.txt, line 242 (40 lines). Parameters: $COURT_OWNER$, $CP1$, $CP2$, $CP3$.

can_be_kurultai_trigger is a scripted trigger in Crusader Kings III, written at line 242 of its file. A call passes 4 parameters: COURT_OWNER, CP1, CP2 and CP3. The game's script calls it in 7 places, among them Demand Council Position (interaction), make_councillor_kurultai_effect (scripted effect) and make_councillor_start_up_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.

What it checks

  • can_be_councillor_basics_trigger = yes
  • Their government is not unplayable
  • None of these

    • has_council_position = councillor_spouse
    • has_court_position = court_astrologer_court_position
    • All of these

      • this = $COURT_OWNER$.diarch
      • $COURT_OWNER$ ?= { has_diarchy_active_parameter = diarchy_is_vizierate }
  • NOT = { has_council_position = $CP1$ }
  • NOT = { has_council_position = $CP2$ }
  • NOT = { has_council_position = $CP3$ }
  • One of these

    • Is landed
    • or

      is_knight_of = $COURT_OWNER$
    • or

      is_courtier_of = $COURT_OWNER$
    • or

      Is a ruler
    • or

      is_powerful_vassal = yes
  • One of these

    • Is a ruler
    • or

      All of these

      • is_female = yes
      • $COURT_OWNER$.rite = { … }
    • or

      All of these

      • is_male = yes
      • $COURT_OWNER$.rite = { … }
    • or

      All of these

      • Has the Trait: Shieldmaiden
      • $COURT_OWNER$.culture = { has_cultural_parameter = has_access_to_shieldmaidens }

• 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 (40 lines of game script)
can_be_kurultai_trigger = {
	can_be_councillor_basics_trigger = yes
	exists = $COURT_OWNER$
	NOT = { government_has_flag = government_is_herder }
	NOR = {
		has_council_position = councillor_spouse
		has_court_position = court_astrologer_court_position
		AND = {
			this = $COURT_OWNER$.diarch
			$COURT_OWNER$ ?= { has_diarchy_active_parameter = diarchy_is_vizierate }
		}
	}
	NOR = {
		has_council_position = $CP1$
		has_council_position = $CP2$
		has_council_position = $CP3$
	}
	OR = {
		is_landed = yes
		is_knight_of = $COURT_OWNER$
		is_courtier_of = $COURT_OWNER$
		is_ruler = yes
		is_powerful_vassal = yes
	}
	OR = {
		is_ruler = yes
		AND = {
			is_female = yes
			$COURT_OWNER$.rite = { NOT = { rite_has_parameter = male_dominated_council } }
		}
		AND = {
			is_male = yes
			$COURT_OWNER$.rite = { NOT = { rite_has_parameter = female_dominated_council } }
		}
		AND = {
			has_trait = shieldmaiden
			$COURT_OWNER$.culture = { has_cultural_parameter = has_access_to_shieldmaidens }
		}
	}
}

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

Where it is used

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

Character interactions (1)

Council positions (4)

  • Kurultai Member
  • Kurultai Member
  • Kurultai Member
  • Kurultai Member

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

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