
Decision · Major Adventurer Decisions
Desperate Measures — Butcher Animals
Trade animal Modifiers and Domicile Buildings for Provisions
We are so, so hungry... yet there is ready meat following us around, consuming what remains of our supplies, loyally traipsing after us to its doom. In times as desperate as these, we must consider all alternatives.
Requirements
The game shows no text of its own for these conditions; the script is below.
Shown to a character when (is_shown) (3 lines of game script)
has_government = landless_adventurer_government domicile.provisions <= 500 has_ep3_dlc_trigger = yes
As written in game/common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt.
Can be taken when (is_valid) (8 lines of game script)
OR = {
butcher_animals_decision_available_dogs_trigger = yes
butcher_animals_decision_available_cats_trigger = yes
butcher_animals_decision_available_horses_trigger = yes
butcher_animals_decision_available_elephants_trigger = yes
}
is_available_allow_travelling = yes
is_at_war = noAs written in game/common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt.
Effects
- Gain … Provisions per Character's dog butchered
- Gain … Provisions for butchering the many dogs in your Baggage Train Kennel
- You cannot eat your dogs again for … years
- Gain … Provisions per Character's cat butchered
- You cannot eat your cats again for … years
- Gain … Provisions for butchering your horse
- Gain … Provisions for butchering your many Baggage Train Ample Steeds
- You cannot eat your horses again for … years
- Gain … Provisions for butchering the pachyderms of your Proving Grounds Elephantry Reserve
- You cannot eat your elephants again for … years
Effect (50 lines of game script)
show_as_tooltip = {
random_list = {
100 = {
show_chance = no
desc = butcher_animals_decision.tt.dogs
custom_tooltip = butcher_animals_decision.tt.provisions_gain.per_dog_mod
custom_tooltip = butcher_animals_decision.tt.provisions_gain.building.dog
custom_tooltip = butcher_animals_decision.tt.cooldown.dogs
}
100 = {
show_chance = no
desc = butcher_animals_decision.tt.cats
custom_tooltip = butcher_animals_decision.tt.provisions_gain.per_cat_mod
custom_tooltip = butcher_animals_decision.tt.cooldown.cats
}
100 = {
show_chance = no
desc = butcher_animals_decision.tt.horses
if = {
limit = {
has_character_modifier = horse_story_modifier
}
custom_tooltip = butcher_animals_decision.tt.provisions_gain.your_horse_mod
}
custom_tooltip = butcher_animals_decision.tt.provisions_gain.building.horse
custom_tooltip = butcher_animals_decision.tt.cooldown.horses
}
100 = {
show_chance = no
desc = butcher_animals_decision.tt.elephants
custom_tooltip = butcher_animals_decision.tt.provisions_gain.building.elephant
custom_tooltip = butcher_animals_decision.tt.cooldown.elephants
}
}
}
switch = {
trigger = yes
scope:butcher_dogs = {
trigger_event = ep3_laamp_decision_event.1201
}
scope:butcher_cats = {
trigger_event = ep3_laamp_decision_event.1202
}
scope:butcher_horses = {
trigger_event = ep3_laamp_decision_event.1203
}
scope:butcher_elephants = {
trigger_event = ep3_laamp_decision_event.1204
}
}As written in game/common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt.
Source: game/common/decisions/dlc_decisions/ep_3/06_ep3_laamp_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3.