
Decision · Realm Decisions
Pay Tribute to Eastern Roman Empire
The … of Eastern Roman Empire 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_eastern_roman_empire.holder }One of these
All of these
- You are already engaged in a Tribute Mission
- You do not have any valid Tribute
or
All of these
- title:h_eastern_roman_empire.holder: Is an Adult
- title:h_eastern_roman_empire.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_eastern_roman_empire.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:
- Eastern Roman Empire: Title already created
One of these
is_tributary_of = title:h_eastern_roman_empire.holderor
All of these
- You are not a Tributary
- Is an Independent Ruler
- Any neighboring and across water top liege realm owner:
- Highest held Title is exactly Hegemony Rank
- Their primary title is Eastern Roman Empire
Can be taken when (is_valid) (13 lines of game script)
is_available_adult = yes
NOT = {
is_at_war_with = title:h_eastern_roman_empire.holder
}
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = {
OVERLORD = title:h_eastern_roman_empire.holder
}
tribute_mission_decision_eunuch_trigger = {
OVERLORD = title:h_eastern_roman_empire.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)
title:h_eastern_roman_empire ?= {
is_title_created = yes
}
is_tributary_or_independent_neighbor_of_hegemon_trigger = {
HEGEMON = h_eastern_roman_empire
}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:
If
suzerain = { primary_title = title:h_china }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk · Could be granted a Seal of Investiture
Otherwise
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
- Otherwise:
If
- title:h_eastern_roman_empire.holder: Their primary title is China
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
- title:h_eastern_roman_empire.holder: Their primary title is Roman Empire
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
- title:h_eastern_roman_empire.holder: Their primary title is Eastern Roman Empire
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
- title:h_eastern_roman_empire.holder: Their primary title is Dar al-Islam
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
- title:h_eastern_roman_empire.holder: Their primary title is India
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Otherwise
- Anticipated Rewards: Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
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 }- 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)
- Otherwise:
- 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 }- 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)
- Otherwise:
- When yes is scope:tribute mission concubine:
- 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 }- 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)
- Otherwise:
- 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_eastern_roman_empire_tt
tribute_mission_decision_effect = {
TARGET = title:h_eastern_roman_empire.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.
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
- Event tribute_mission.9750
Otherwise
- Event tribute_mission.0001
game/events/dlc/tgp/tgp_tribute_mission_events.txt
Step 2 ·
tribute_mission.9750Tribute 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
game/events/dlc/tgp/tgp_tribute_mission_events.txtStep 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 }
- Otherwise:
- If tribute mission type is eunuch tribute › var:offered_eunuch:
If
- Is played by the AI
scope:overlord_scope:- Government uses the Mandala Capital Temple Complex Great Project and Great Building
- Does not have “bunga mas cooldown” (a variable the game's script sets)
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
- 1 of 5 things will happen:
hidden_effect_new_object = { … }
Otherwise
- Event tribute_mission.1000
game/events/dlc/tgp/tgp_tribute_mission_events.txt
Step 4 ·
tribute_mission.3000Tribute Mission: Paying Tribute
We enter the grand hall of … and are greeted by
When it fires
tribute_mission_1000_common_arrival_effect = yesIf
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
Step 5 ·
tribute_mission.1000Tribute Mission: Paying Tribute
We enter the grand hall of … and are greeted by
When it fires
tribute_mission_1000_common_arrival_effect = yesIf
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_eastern_roman_empire
Pay Tribute to Eastern Roman Empire 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.
Quick answers (2)
- What are the requirements for Pay Tribute to Eastern Roman Empire?
- 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 Pay Tribute to Eastern Roman Empire?
- 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).