Scripted trigger
ere_elective_politician_titles_trigger
ere_elective_politician_titles_trigger = yesgame/common/scripted_triggers/00_elective_triggers.txt, line 101 (9 lines). No parameters.
ere_elective_politician_titles_trigger is a scripted trigger in Crusader Kings III, written at line 101 of its file. It takes no parameters: ere_elective_politician_titles_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_elective_triggers.txt.
What it checks
One of these
has_council_position = councillor_chancelloror
has_council_position = councillor_marshalor
has_council_position = councillor_stewardor
has_council_position = councillor_spymasteror
has_council_position = councillor_court_chaplain
• 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 (9 lines of game script)
ere_elective_politician_titles_trigger = { #Used in Byzantine Elective to determine AI behavior.
OR = {
has_council_position = councillor_chancellor
has_council_position = councillor_marshal
has_council_position = councillor_steward
has_council_position = councillor_spymaster
has_council_position = councillor_court_chaplain
}
}As written in game/common/scripted_triggers/00_elective_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_elective_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.