CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

Decision · Nomadic Decisions

Blend … and … Traditions

Create a Hybrid Culture between … and …, with a random set of Traditions taken from both Cultures

I am … while my people are …. I have traditions that serve me well — but … tradition is rich and well-suited for a life on the steppe. I will promote our customs side-by-side until we emerge as one.

Requirements

The lines the game itself shows for this decision's conditions:

  • Your Culture must not be a Hybrid Culture, or have existed for at least 50 years
  • Your Nomadic Capitals Culture must not be a Hybrid Culture, or have existed for at least 50 years
Shown to a character when (is_shown) (5 lines of game script)
government_has_flag = government_is_nomadic
exists = domicile.domicile_culture
game_rule_can_create_hybird_culture_trigger = yes
culture != domicile.domicile_culture
is_playable_character = yes

As written in game/common/decisions/10_nomad_culture_and_faith_decisions.txt.

Can be taken when (is_valid) (25 lines of game script)
is_physically_able_adult = yes
is_at_war = no
NOT = {
	culture = {
		has_same_culture_heritage = root.domicile.domicile_culture
	}
}
custom_tooltip = {
	text = not_a_hybrid_or_old_culture_tt
	culture = {
		OR = {
			is_hybrid_culture = no
			culture_age >= 50
		}
	}
}
custom_tooltip = {
	text = domicile_not_a_hybrid_or_old_culture_tt
	root.domicile.domicile_culture = {
		OR = {
			is_hybrid_culture = no
			culture_age >= 50
		}
	}
}

As written in game/common/decisions/10_nomad_culture_and_faith_decisions.txt.

Effects

  • The Hybrid Culture will have random Cultural Pillars and Traditions, and will always share the Heritage of your Nomadic Capital
Effect (63 lines of game script)
root.domicile.domicile_culture = {
	save_scope_as = original_domicile_culture
}
culture = {
	save_scope_as = original_character_culture
}
create_hybrid_culture = root.domicile.domicile_culture
custom_tooltip = random_traditions_tt
hidden_effect = {
	if = {
		limit = {
			root.culture = {
				NOT = {
					has_same_culture_heritage = scope:original_domicile_culture
				}
			}
		}
		root.culture = {
			set_heritage_from = root.domicile.domicile_culture
		}
	}
	every_held_title = {
		limit = {
			tier = tier_county
			is_landless_type_title = no
			culture = root.domicile.domicile_culture
		}
		set_county_culture = root.culture
	}
	domicile = {
		set_domicile_culture = root.culture
	}
	every_spouse = {
		limit = {
			is_courtier_of = root
			OR = {
				culture = scope:original_character_culture
				culture = scope:original_domicile_culture
			}
			NOT = {
				culture = root.culture
			}
		}
		add_to_list = spouses_and_family_to_convert
	}
	every_close_or_extended_family_member = {
		limit = {
			is_courtier_of = root
			OR = {
				culture = scope:original_character_culture
				culture = scope:original_domicile_culture
			}
			NOT = {
				culture = root.culture
			}
		}
		add_to_list = spouses_and_family_to_convert
	}
	every_in_list = {
		list = spouses_and_family_to_convert
		set_culture = root.culture
	}
}

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).