Thanks, Monkwarrior, but really I would have remained completely ignorant of scripting if others had not shown the way.

SettlementIsLocal condition
The player's faction is the local faction. This condition means that the trigger will only activate if the city being tested belongs to the player's faction and means that it's only the player that will benefit from the client's troops. If you removed the settlement is local condition then the advisor would appear during an AI turn (and subsequently disappear without you being able to run it). One of the big limitations of the event script method used in Client Kingdoms (as opposed to the background script used in Myrddraal's Multiple Turns) is that it can't be triggered easily by an event that occurs in the AI's turn.

- In the scripts, must "console_command" be used before any of the commands listed in post three?
Ex: console_command capture_settlement ....
That's right. This thread isn't very big on details, but then it's intended to be just hard-core research. Once we understand how stuff works, then it can be made reader-friendly.