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

councillor_spouse_can_fire

councillor_spouse_can_fire = yes

game/common/scripted_triggers/00_councillor_triggers.txt, line 381 (1 lines). No parameters.

councillor_spouse_can_fire is a scripted trigger in Crusader Kings III, written at line 381 of its file. It takes no parameters: councillor_spouse_can_fire = yes (or no). The game's script calls it in 1 place, among them Spouse (council positions). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.

What it checks

  • Never

• 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 (1 line of game script)
councillor_spouse_can_fire = { always = no }

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

Where it is used

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

Council positions (1)

  • Spouse

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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