
Decision · Decisions
Commission Artifact
What is the point of being a … if I don't have nice things to show for it? A new sword would be nice, or maybe a brooch...
Requirements
The lines the game itself shows for this decision's conditions:
- You are a Nomad without access to artifact creation goods
Shown to a character when (is_shown) (3 lines of game script)
highest_held_title_tier >= tier_county is_landed_or_landless_administrative_or_theocratic = yes exists = capital_province
As written in game/common/decisions/00_artifact_decisions.txt.
Can be taken when (is_valid) (15 lines of game script)
employs_court_position = antiquarian_court_position
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
OR = {
has_character_modifier = mpo_artifact_material_modifier
culture ?= {
has_cultural_parameter = nomadic_metal_artifact_unlock
}
}
}
}As written in game/common/decisions/00_artifact_decisions.txt.
Effects
- A local artisan with a sponsored Project arrives at your court
Effect (156 lines of game script)
if = {
limit = {
any_court_position_holder = {
type = antiquarian_court_position
}
}
random_court_position_holder = {
type = antiquarian_court_position
save_scope_as = antiquarian
}
}
custom_tooltip = commission_artifact_decision_effect
if = {
limit = {
has_dlc_feature = royal_court
}
custom_description_no_bullet = {
text = commission_artifact_decision_warning_effect
}
}
if = {
limit = {
any_pool_character = {
province = root.capital_province
has_no_particular_noble_roots_trigger = yes
is_available_healthy_ai_adult = yes
NOR = {
exists = inspiration
has_trait = peasant_leader
}
}
}
random_pool_character = {
province = root.capital_province
limit = {
has_no_particular_noble_roots_trigger = yes
is_available_healthy_ai_adult = yes
NOR = {
exists = inspiration
has_trait = peasant_leader
}
}
save_scope_as = local_artisan
hidden_effect = {
add_character_modifier = local_artisan_modifier
}
}
}
else = {
hidden_effect = {
create_character = {
template = local_artisan_template
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
save_scope_as = local_artisan
}
scope:local_artisan = {
hidden_effect = {
add_character_modifier = local_artisan_modifier
}
}
}
}
hidden_effect = {
if = {
limit = {
exists = scope:local_artisan
}
root = {
add_courtier = scope:local_artisan
}
scope:local_artisan = {
add_character_flag = local_artisan
switch = {
trigger = yes
scope:commission_kris = {
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_dagger
}
set_variable = is_inspiration_for_kris_dagger
create_inspiration = weapon_inspiration
}
scope:commission_weapon = {
create_inspiration = weapon_inspiration
}
scope:commission_armor = {
set_variable = {
name = force_armor
value = flag:force_armor_true
}
create_inspiration = armor_inspiration
}
scope:commission_crown = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_crown
}
create_inspiration = smith_inspiration
}
scope:commission_regalia = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_regalia
}
create_inspiration = smith_inspiration
}
scope:commission_religious = {
create_inspiration = religious_artifact_inspiration
}
scope:commission_tapestry = {
root = {
trigger_event = fund_inspiration.0044
}
}
scope:commission_furniture = {
create_inspiration = artisan_inspiration
}
scope:commission_book = {
create_inspiration = book_inspiration
}
scope:commission_phallus = {
set_variable = {
name = artifact_artisan_type
value = flag:artisan_type_phallus
}
create_inspiration = artisan_inspiration
}
}
if = {
limit = {
exists = inspiration
}
inspiration = {
save_scope_as = this_inspiration
}
root = {
sponsor_inspiration = scope:this_inspiration
}
}
}
}
}
if = {
limit = {
government_has_flag = government_is_mandala
house = {
has_house_aspiration_parameter = aspect_of_creation
}
is_house_head = yes
}
increment_variable_effect = {
VAR = num_commissioned_artifacts
VAL = 1
}
}As written in game/common/decisions/00_artifact_decisions.txt.
Source: game/common/decisions/00_artifact_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).