Scripted trigger
has_unelectable_government_trigger
has_unelectable_government_trigger = yesgame/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.