CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

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).