
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).