CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

Major decision · Major Decisions

Adopt … Ways (West African Pagan)

Good governance is a simple matter of scale. A town may only need elders, but an empire necessitates administrators — our people know this, and we can leverage the learned folk amongst them to provide such.

Requirements

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

  • You have at least … Vassals with a Rank of Count or higher
  • Your Capital is in World Africa West and has at least … Development
  • Has 70% of all Military & Civic Tribal Era Innovations
Shown to a character when (is_shown) (2 lines of game script)
government_has_flag = government_is_tribal
faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes

As written in game/common/decisions/80_major_decisions.txt.

Can be taken when (is_valid) (48 lines of game script)
faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes
has_realm_law = tribal_authority_3
top_liege = this
calc_true_if = {
	amount >= 4
	realm_size >= minor_realm_size
	highest_held_title_tier >= tier_kingdom
	custom_tooltip = {
		text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count
		any_vassal = {
			count >= convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value
		}
	}
	prestige_level >= high_prestige_level
	piety_level >= high_piety_level
	custom_tooltip = {
		text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development
		capital_county = {
			development_level >= convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value
			title_province = {
				geographical_region = world_africa_west
			}
		}
	}
}
custom_description = {
	text = has_all_tribal_innovations
	subject = root.culture
	culture = {
		calc_true_if = {
			amount >= 9
			has_innovation = innovation_motte
			has_innovation = innovation_catapult
			has_innovation = innovation_barracks
			has_innovation = innovation_mustering_grounds
			has_innovation = innovation_bannus
			has_innovation = innovation_quilted_armor
			has_innovation = innovation_gavelkind
			has_innovation = innovation_crop_rotation
			has_innovation = innovation_city_planning
			has_innovation = innovation_casus_belli
			has_innovation = innovation_plenary_assemblies
			has_innovation = innovation_ledger
			has_innovation = innovation_development_01
			has_innovation = innovation_currency_01
		}
	}
}

As written in game/common/decisions/80_major_decisions.txt.

Effects

The effect has no text of its own in the files; its script is below.

Effect (11 lines of game script)
trigger_event = major_decisions.0001
save_scope_as = actor
convert_whole_realm_to_feudalism_effect = yes
hidden_effect = {
	every_vassal = {
		trigger_event = {
			id = major_decisions.0002
			days = 3
		}
	}
}

As written in game/common/decisions/80_major_decisions.txt.

Source: game/common/decisions/80_major_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).