# Councilor Documentation # # councilor_name_key = { # possible = { } Country scope triggers to evaluate if the council position is allowed. # leader_class = { } Which leader classes can have this council position. Currently only used for the Recruit new Leader buttons. Default = none. # is_leader_possible = { } Leader scope triggers to evaluate if a leader can be assigned to this position. # conditional_tooltip = "LOC_KEY" Custom tooltip text shown for the requirements of the council position. # civic = civic_imperial_cult Civic that is required for this council position. Also used by UI. Default = none. # custom_unlock_title = "LOC_KEY" Custom text shown instead of "UNLOCK_COUNCIL_POSITION_TOOLTIP for council positions without a civic" # modifier = { } Country Modifier, that is multiplied by assigned Leader's level. # custom_tooltip = "LOC_KEY" Custom tooltip text shown instead of the auto-generated modifier tooltip text of the council position. # custom_tooltip_with_modifiers = "LOC_KEY" Custom tooltip text shown in addition to the auto-generated modifier tooltip text of the council position. # icon = "GFX_icon_name" Icon used for the council position, if a civic is not specified. # optional = { } Country scope triggers to evaluate if the council position is optional. Default TRUE. # ai_hiring_weight = { ... } Calculates the weight of a leader passed as scope to determine whether to assign them or not # ai_priority = { ... } AI will add positions with lower values before positions with higher values. Scope = country, default = 100. # }