
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).