
Decision · Decisions
Organize House Members for War
100Piety
Improving a realm requires dedication and, more often than not, a great deal of conquests. By issuing specific edicts and guiding our house members, I can make them more willing to wage war and conquer new lands.
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)
government_has_flag = government_is_clan exists = house is_landed = yes
As written in game/common/decisions/00_unity_decisions.txt.
Can be taken when (is_valid) (17 lines of game script)
house = {
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
is_house_head = yes
house = {
NOT = {
has_house_modifier = unity_house_focused_on_economy_modifier
}
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
is_house_head = yesAs written in game/common/decisions/00_unity_decisions.txt.
Effects
The effect has no text of its own in the files; its script is below.
Effect (6 lines of game script)
house = {
add_house_modifier = {
modifier = unity_house_organized_for_war_modifier
years = 20
}
}As written in game/common/decisions/00_unity_decisions.txt.
Source: game/common/decisions/00_unity_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3.