Personally, I really dislike the MTTH system, it's far too random for my tastes (is it also your intention to have
every general who is not the second consul removed from his position? That's what your triggers would do, as far as I can see). What I'd do to trigger your event is set it as a "lose_effect" for the title_second_consul. It would look something like this:
Code:
lose_effect = {
limit = {
in_command = yes
}
character_event = 990105
}
That way, the event will always trigger as soon as a character who is in command loses the title. Then, I'd modify the event to be like this:
Code:
character_event = {
id = 990105
is_triggered_only = yes
title = "Consul, stand down"
desc = "You are no longer the Consul, will you give up control of the army?"
option = {
name = "Of course I will..."
# ai_chance = { factor = 100 }
# remove_title = title_general
# give_title = title_ex_general <--- These title changes should happen automatically when you use the remove_from_unit command, so are unnecessary.
remove_from_unit = yes
# } <--- Not sure what this bracket is doing here. Remove it.
country = { #<--- Remember that when going from a character event you have to change the scope back to the country before you can go to another character scope (like random_character).
random_character = {
limit = {
# in_command = no <--- Not really needed.
OR = {
is_ruler = yes
has_title = title_second_consul
}
remove_from_unit = yes #<--- This just makes sure the target character is removed from whatever other position he had before the event, prevents him from having two positions.
assign_to_unit = FROM #<--- It looks like assign_to_this commands only accept "THIS" and "FROM" arguments, rather than "yes".
}
}
}
}
So it looks like there were a couple of thing stopping the effects from working: the close curly bracket would have caused the event to stop its effects before it got to the second character (as well as a few other problems, I'm sure) and the "assign_to_unit = yes" would have also had issues. I'm not 100% sure on the FROM argument, if it doesn't work you can try making another character_event and just have the effects of this one trigger it (replace the "assign_to_unit" bit with "character_event = X") and use a THIS argument instead.
Hope that helps.