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

has_unelectable_government_trigger

has_unelectable_government_trigger = yes

game/common/scripted_triggers/00_elective_triggers.txt, line 31 (8 lines). No parameters.

has_unelectable_government_trigger is a scripted trigger in Crusader Kings III, written at line 31 of its file. It takes no parameters: has_unelectable_government_trigger = yes (or no). The game's script calls it in 4 places, among them feudal_elective_potential_landed_candidate_trigger (scripted trigger), feudal_elective_potential_landless_claimant_candidate_trigger (scripted trigger) and feudal_elective_potential_landless_dynastic_candidate_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_elective_triggers.txt.

What it checks

  • One of these

    • Government is unplayable
    • or

      Government is a Theocratic-type Government

• 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 (8 lines of game script)
has_unelectable_government_trigger = {
	OR = {	
		government_has_flag = government_is_republic
		government_has_flag = government_is_theocracy
		government_has_flag = government_is_mercenary
		government_has_flag = government_is_holy_order
	}
}

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

Where it is used

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

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.

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