CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · All Under Heaven files

tgp_natural_disaster_councillor_available_to_manage_trigger

tgp_natural_disaster_councillor_available_to_manage_trigger = yes

game/common/scripted_triggers/10_tgp_natural_disaster_triggers.txt, line 48 (33 lines). No parameters.

tgp_natural_disaster_councillor_available_to_manage_trigger is a scripted trigger in Crusader Kings III, in the All Under Heaven files, written at line 48 of its file. It takes no parameters: tgp_natural_disaster_councillor_available_to_manage_trigger = yes (or no). The game's script calls it in 2 places, among them great_project_earthquake (great project) and great_project_flood (great project). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/10_tgp_natural_disaster_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 (33 lines of game script)
tgp_natural_disaster_councillor_available_to_manage_trigger = {
	custom_tooltip = {
		text = "councillor_is_available_for_disaster_recovery"
		trigger_if = {
			limit = { government_has_flag = government_is_nomadic }
			any_councillor = {
				is_kurultai_trigger = yes
				save_temporary_scope_as = councillor
				tgp_natural_disaster_councillor_available_for_task_trigger = yes
			}
		}
		trigger_else_if = {
			limit = { government_has_flag = government_is_landless_adventurer }
			any_entourage_character = {
				save_temporary_scope_as = councillor
				tgp_natural_disaster_councillor_available_for_task_trigger = yes
			}
		}
		trigger_else_if = {
			limit = { tgp_has_access_to_ministry_trigger = yes }
			cp:minister_works ?= {
				save_temporary_scope_as = councillor
				tgp_natural_disaster_councillor_available_for_task_trigger = yes
			}
		}
		trigger_else = {
			cp:councillor_steward ?= {
				save_temporary_scope_as = councillor
				tgp_natural_disaster_councillor_available_for_task_trigger = yes
			}
		}
	}
}

As written in game/common/scripted_triggers/10_tgp_natural_disaster_triggers.txt.

Where it is used

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

Great projects (2)

  • great_project_earthquake
  • great_project_flood

Source: game/common/scripted_triggers/10_tgp_natural_disaster_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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