
Decision · Struggle Decisions
Build Pilgrim Roads
There can be no pilgrimage without a path to our holy sites, as such, it is imperative that we … construct roadways to enable access towards our most sacred sites.
Requirements
The lines the game itself shows for this decision's conditions:
- There is a Holy Site in your Realm without a pilgrim roads Modifier
Shown to a character when (is_shown) (10 lines of game script)
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision
}
faith ?= {
any_holy_site_barony = {
holder.top_liege = root
count > 0
}
}As written in game/common/decisions/dlc_decisions/03_fp2_decisions.txt.
Can be taken when (is_valid) (14 lines of game script)
custom_tooltip = {
text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a
faith = {
any_holy_site_barony = {
holder.top_liege = root
NOT = {
county = {
has_county_modifier = fp2_pilgrim_roads_modifier
}
}
count > 0
}
}
}As written in game/common/decisions/dlc_decisions/03_fp2_decisions.txt.
Effects
- This trigger was made shorter because you have debug enabled, it will change if debug is disabled
Effect (88 lines of game script)
hidden_effect = {
faith = {
random_holy_site_barony = {
limit = {
holder.top_liege = root
NOT = {
county = {
has_county_modifier = fp2_pilgrim_roads_modifier
}
}
}
save_scope_as = chosen_holy_site_for_pilgrim_roads
county = {
save_scope_as = chosen_location_for_pilgrim_roads
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = build_holy_pilgrim_roads_decision_construction_notif.t
desc = build_holy_pilgrim_roads_decision_construction_notif.desc
add_piety = major_piety_gain
show_as_tooltip = {
scope:chosen_location_for_pilgrim_roads = {
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
if = {
limit = {
debug_only = yes
}
custom_tooltip = debug_generic_option_shortened_trigger_can_disable
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = 4
}
}
}
}
}
else = {
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = { 32 2048 }
}
}
}
}
}As written in game/common/decisions/dlc_decisions/03_fp2_decisions.txt.
Source: game/common/decisions/dlc_decisions/03_fp2_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).