CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Decision · Realm Decisions

Kowtow to China

No costCooldown 5 years

The … of China looms heavily on our horizons, silently demanding us to demonstrate our deference. Sending tribute will, amongst other things, enhance our legitimacy and might just bring other benefits...

Requirements

  • NOT = { is_at_war_with = title:h_china.holder }
  • One of these

    • All of these

    • or

      All of these

      • All of these

        • overlord = { is_adult = yes save_temporary_scope_as = overlord_check }
        • You do not have any Courtiers who could be offered as a Concubine
      • title:h_china.holder: Is an Adult
      • title:h_china.holder: … Culture has either the Concubines Tradition OR the Concubines Tenet, and can accommodate more concubines
    • or

      All of these

      • You do not have any Courtiers who could be offered as a Eunuch
      • title:h_china.holder: … Culture has one of the following Traditions: Court Eunuchs · Byzantine Traditions · Palace Politics · Court Machinations
  • Also needed: available (an adult, not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity

Who sees it

The decision only appears in the list for a character who meets these:

  • One of these

    • is_tributary_of = title:h_china.holder
    • or

      All of these

  • China: Title already created
Can be taken when (is_valid) (13 lines of game script)
is_available_adult = yes
NOT = {
	is_at_war_with = title:h_china.holder
}
OR = {
	tribute_mission_decision_generic_trigger = yes
	tribute_mission_decision_concubine_trigger = {
		OVERLORD = title:h_china.holder
	}
	tribute_mission_decision_eunuch_trigger = {
		OVERLORD = title:h_china.holder
	}
}

As written in game/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt.

Shown to a character when (is_shown) (6 lines of game script)
is_tributary_or_independent_neighbor_of_hegemon_trigger = {
	HEGEMON = h_china
}
title:h_china ?= {
	is_title_created = yes
}

As written in game/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt.

Effects

  • You Travel to … Court to deliver your Tribute
  • If subject Standing at least 0 › If you are a Tributary:
  • Otherwise:
  • If

    • Has “requested tribute mission” (a variable the game's script sets)
    • Is played by the AI

    Then

    • Depending on has variable:
      • When has variable is requested tribute mission type gold: Starts the interaction “Select Gold Tribute”
      • When has variable is requested tribute mission type herd: Starts the interaction “Select Herd Tribute”
      • When has variable is requested tribute mission type artifact:
        • Otherwise:
          • error_log = Tribute mission target scope variable not set on character intending to travel!
        • trigger_event = { on_action = tribute_mission_start }
        • If

          • location = scope:tribute_mission_target.capital_province

          Then

        • Else, if has “offered concubine” (a variable the game's script sets): Sets out on a journey (a travel plan)
        • Else, if has “offered eunuch” (a variable the game's script sets): Sets out on a journey (a travel plan)
        • Otherwise:
          • Start traveling to … Capital in …
          • Sets out on a journey (a travel plan)
      • When has variable is requested tribute mission type concubine: Starts the interaction “Select Concubine Tribute”
      • When has variable is requested tribute mission type eunuch: Starts the interaction “Select Eunuch Tribute”
  • Else, if played by the AI › Depending on yes:
    • When yes is scope:tribute mission gold: Starts the interaction “Select Gold Tribute”
    • When yes is scope:tribute mission herd: Starts the interaction “Select Herd Tribute”
    • When yes is scope:tribute mission artifact:
      • Otherwise:
        • error_log = Tribute mission target scope variable not set on character intending to travel!
      • trigger_event = { on_action = tribute_mission_start }
      • If

        • location = scope:tribute_mission_target.capital_province

        Then

      • Else, if has “offered concubine” (a variable the game's script sets): Sets out on a journey (a travel plan)
      • Else, if has “offered eunuch” (a variable the game's script sets): Sets out on a journey (a travel plan)
      • Otherwise:
        • Start traveling to … Capital in …
        • Sets out on a journey (a travel plan)
    • When yes is scope:tribute mission concubine:
      • If

        a check the game hides

        Then

        • create_character = { template = tgp_concubine_template location = root.location save_scope_as = decision_predetermined_concubine_tribute }
      • Starts the interaction “Select Concubine Tribute”
    • When yes is scope:tribute mission eunuch: Starts the interaction “Select Eunuch Tribute”
    • When yes is scope:tribute mission bunga mas:
      • Otherwise:
        • error_log = Tribute mission target scope variable not set on character intending to travel!
      • trigger_event = { on_action = tribute_mission_start }
      • If

        • location = scope:tribute_mission_target.capital_province

        Then

      • Else, if has “offered concubine” (a variable the game's script sets): Sets out on a journey (a travel plan)
      • Else, if has “offered eunuch” (a variable the game's script sets): Sets out on a journey (a travel plan)
      • Otherwise:
        • Start traveling to … Capital in …
        • Sets out on a journey (a travel plan)
  • Else, if played by a person › Depending on yes:
    • When yes is scope:tribute mission gold: Opens the interaction “Select Gold Tribute”
    • When yes is scope:tribute mission herd: Opens the interaction “Select Herd Tribute”
    • When yes is scope:tribute mission artifact: Opens the interaction “Select Artifact Tribute”
    • When yes is scope:tribute mission concubine: Opens the interaction “Select Concubine Tribute”
    • When yes is scope:tribute mission eunuch: Opens the interaction “Select Eunuch Tribute”
    • When yes is scope:tribute mission bunga mas: Opens the interaction “Select Bunga Mas Tribute”
Effect (4 lines of game script)
custom_tooltip = tribute_mission_decision_effects_china_tt
tribute_mission_decision_effect = {
	TARGET = title:h_china.holder
}

As written in game/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt.

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

What happens next

The 5 events this decision fires, then the ones those fire, in order — with each choice and what it does.

  1. Step 1 · tribute_mission.0002 · hidden event (no window)

    Hidden event

    When it fires

    • If

      • One of these

        • All of these

          • Tribute mission type is concubine tribute
          • var:offered_concubine:
            • is_alive = no
        • or

          All of these

          • Tribute mission type is eunuch tribute
          • var:offered_eunuch:
            • is_alive = no

      Then

      Otherwise

    game/events/dlc/tgp/tgp_tribute_mission_events.txt

  2. Step 2 · tribute_mission.9750

    Tribute Mission: Tribute No More

    Through a series of unfortunate events our tribute is no longer in our posse! …, gone...

    When it fires

    • current_travel_plan ?= { pause_travel_plan = yes }

    2 options

    • No, we need to finish our tribute!

      • Reserve … for the Tribute
      • current_travel_plan ?= { resume_travel_plan = yes }
      • If

        a check the game hides

        Then

    • Better to just return home.

      • current_travel_plan = { … }
      • The Travel is canceled and rerouted to home

    game/events/dlc/tgp/tgp_tribute_mission_events.txt

  3. Step 3 · tribute_mission.0001 · hidden event (no window)

    Hidden event

    When it fires

    • var:tribute_mission_target_scope:
      • Otherwise:
        • If

          a check the game hides

          Then

          • create_character = { … }
      • save_opinion_value_as = { name = opinion_of_tributary target = scope:tributary_scope }
    • If tribute mission type is eunuch tribute › var:offered_eunuch:
      • If

        Then

        • remove_opinion = { modifier = slated_for_castration_opinion target = scope:tributary_scope }
        • Gains the Trait Eunuch
        • Opinion: Castrated Me (-50)
    • If

      Then

      • 1% chance of:
        • scope:overlord_scope:
          • If

            a check the game hides

            Then

            • If a check the game hides passes: the same again (5 lines)
              • 1 of 5 things will happen:
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
              Else if a check the game hides passes: the same again (5 lines)
              • 1 of 5 things will happen:
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
                • 20%: Nothing else happens
        • hidden_effect_new_object = { … }
    • If

      Then

      Otherwise

    game/events/dlc/tgp/tgp_tribute_mission_events.txt

  4. Step 4 · tribute_mission.3000

    Tribute Mission: Paying Tribute

    We enter the grand hall of … and are greeted by

    When it fires

    • tribute_mission_1000_common_arrival_effect = yes
    • If

      • tribute_mission_1000_can_give_treasury_trigger = yes

      Then

      • tribute_mission_1000_set_treasury_reward_effect = yes
    • tribute_mission_1000_determine_bunga_mas_scale_effect = yes

    5 options

    • "Now, … fabrics... such splendor..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_give_treasury_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = treasury REWARD_INCREMENT = 0 }
    • "… crafts, now that's something..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_set_artifact_reward_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = artifact REWARD_INCREMENT = 1 }
    • "Knowledge sharing — is there a nobler purpose..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_set_innovation_reward_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = innovation REWARD_INCREMENT = 2 }
    • "About those untapped markets in …..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_eligible_development_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = development REWARD_INCREMENT = 3 }
    • "May ⟨High God⟩ bring us much prosperity."

      • tribute_mission_1000_display_potential_rewards_effect = yes

    game/events/dlc/tgp/tgp_tribute_mission_events.txt

  5. Step 5 · tribute_mission.1000

    Tribute Mission: Paying Tribute

    We enter the grand hall of … and are greeted by

    When it fires

    • tribute_mission_1000_common_arrival_effect = yes
    • If

      • tribute_mission_1000_can_give_treasury_trigger = yes

      Then

      • tribute_mission_1000_set_treasury_reward_effect = yes
    • tribute_mission_1000_determine_bunga_mas_scale_effect = yes

    5 options

    • "Now, … fabrics... such splendor..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_give_treasury_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = treasury REWARD_INCREMENT = 0 }
    • "… crafts, now that's something..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_set_artifact_reward_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = artifact REWARD_INCREMENT = 1 }
    • "Knowledge sharing — is there a nobler purpose..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_can_set_innovation_reward_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = innovation REWARD_INCREMENT = 2 }
    • "About those untapped markets in …..."

      Only if:

      • scope:receiving_character: Is played by the AI
      • tribute_mission_1000_eligible_development_trigger = yes
      • tribute_mission_1000_determine_duel_skill_effect = { INFLUENCED_REWARD = development REWARD_INCREMENT = 3 }
    • "May ⟨High God⟩ bring us much prosperity."

      • tribute_mission_1000_display_potential_rewards_effect = yes

    game/events/dlc/tgp/tgp_tribute_mission_events.txt

Group
Realm Decisions
Major
no
Cooldown
5 years
ID
tribute_mission_decision_china

Kowtow to China is a decision in Crusader Kings III (Realm Decisions). Cooldown: 5 years. It needs available (an adult, not in an army, not imprisoned, not incapable), none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, not busy in an Activity and 1 more (listed below). Patch 1.20.1.2, from game/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt.

for a guide, post or blog
Quick answers (2)
What are the requirements for Kowtow to China?
available (an adult, not in an army, not imprisoned, not incapable), none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, not busy in an Activity and not planning another Activity; the full conditions are on the page (patch 1.20.1.2).
How long is the cooldown of Kowtow to China?
5 years.

Source: game/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt and the English localisation, Crusader Kings III 1.20.1.2. “…” marks words the game fills in at play time (a name, a faith, a title).

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