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

councillor_spouse_valid_position

councillor_spouse_valid_position = yes

game/common/scripted_triggers/00_councillor_triggers.txt, line 383 (19 lines). No parameters.

councillor_spouse_valid_position is a scripted trigger in Crusader Kings III, written at line 383 of its file. It takes no parameters: councillor_spouse_valid_position = 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

• 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 (19 lines of game script)
councillor_spouse_valid_position = {
	AND = {
		NOT = {
			has_diarchy_type = vizierate
		}
		any_spouse = {
			OR = {
				court_owner = root
				AND = {
					is_ruler = yes
					liege ?= root
				}
			}
		}
	}
	NOT = { government_has_flag = government_is_landless_adventurer }
	# Celestial hegemons have access to the ministry instead, so no spouse
	tgp_has_access_to_ministry_trigger = 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_valid_position.

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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