
Decision · Administrative Decisions
Foster Integration
Promote the de jure and cultural integration of your Estate's County
My family estate is located in a somewhat turbulent area. This is not necessarily a disadvantage, for I can help my liege to bring the local population more firmly under the dominion of …, while also promoting my political and financial position.
Requirements
The game shows no text of its own for these conditions; the script is below.
Shown to a character when (is_shown) (17 lines of game script)
government_has_mechanic = administrative
domicile ?= {
is_domicile_type = estate
}
root.top_liege != root
OR = {
top_liege.primary_title ?= {
NOT = {
is_de_jure_liege_or_above_target = root.domicile.domicile_location.county
}
}
domicile.domicile_location.county.culture != root.top_liege.culture
}
has_dlc_feature = roads_to_power
is_adult = yes
this = house.house_head
exists = top_liegeAs written in game/common/decisions/dlc_decisions/ep3_decisions.txt.
Can be taken when (is_valid) (12 lines of game script)
OR = {
domicile.domicile_location.county = {
de_jure_drifting_towards = root.top_liege.primary_title
}
domicile.domicile_location.county.culture = {
cultural_acceptance = {
target = root.top_liege.culture
value <= 75
}
}
}
is_available = yesAs written in game/common/decisions/dlc_decisions/ep3_decisions.txt.
Effects
The effect has no text of its own in the files; its script is below.
Effect (86 lines of game script)
domicile.domicile_location.county = {
save_scope_as = target_county
}
add_character_modifier = {
modifier = ep3_integration_promoter_modifier
years = 15
}
set_variable = {
name = integration_promoted_in
value = scope:target_county
years = 15
}
if = {
limit = {
scope:target_county = {
de_jure_drifting_towards = root.top_liege.primary_title
}
}
scope:target_county = {
add_county_modifier = {
modifier = improve_de_jure_integration_modifier
years = 10
}
}
}
if = {
limit = {
scope:target_county.culture != root.top_liege.culture
scope:target_county.culture = {
cultural_acceptance = {
target = root.top_liege.culture
value <= 75
}
}
}
scope:target_county = {
add_county_modifier = {
modifier = improve_promote_culture_modifier
years = 10
}
}
}
if = {
limit = {
top_liege = {
is_ai = yes
this != root
}
}
top_liege = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 25
}
}
}
else = {
if = {
limit = {
scope:target_county = {
has_county_modifier = improve_promote_culture_modifier
}
}
top_liege = {
send_interface_message = {
type = msg_vassal_decision_good
title = improve_promote_culture_modifier
desc = improve_promote_culture_modifier_tt
left_icon = root
right_icon = scope:target_county
}
}
}
else = {
top_liege = {
send_interface_message = {
type = msg_vassal_decision_good
title = improve_de_jure_integration_modifier
desc = improve_de_jure_integration_modifier_tt
left_icon = root
right_icon = scope:target_county
}
}
}
}As written in game/common/decisions/dlc_decisions/ep3_decisions.txt.
Source: game/common/decisions/dlc_decisions/ep3_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).