
Decision · Nomadic Decisions
Convert to … through your People
Convert to the Faith of your Nomadic Capital
The … that I rule adhere to the … faith. I will show that I am a worthy … by adopting it.
Requirements
The game shows no text of its own for these conditions; the script is below.
Shown to a character when (is_shown) (6 lines of game script)
government_has_flag = government_is_nomadic
exists = domicile.domicile_faith
NOT = {
faith = domicile.domicile_faith
}
is_playable_character = yesAs written in game/common/decisions/10_nomad_culture_and_faith_decisions.txt.
Can be taken when (is_valid) (2 lines of game script)
is_physically_able_adult = yes is_at_war = no
As written in game/common/decisions/10_nomad_culture_and_faith_decisions.txt.
Effects
The effect has no text of its own in the files; its script is below.
Effect (37 lines of game script)
set_character_rite = root.domicile.domicile_faith.main_rite
stress_and_fulfillment_impact = {
zealous = major_stress_impact_gain
}
every_spouse = {
limit = {
is_courtier_of = root
NOT = {
faith = root.domicile.domicile_faith
}
}
add_to_list = spouses_and_family_to_convert
}
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = {
faith = root.domicile.domicile_faith
}
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_rite = root.domicile.domicile_faith.main_rite
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = root.domicile.domicile_culture
NOT = {
faith = root.domicile.domicile_faith
}
}
set_county_rite = root.domicile.domicile_faith.main_rite
}As written in game/common/decisions/10_nomad_culture_and_faith_decisions.txt.
Source: game/common/decisions/10_nomad_culture_and_faith_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3. “…” marks words the game fills in at play time (a name, a faith, a title).