
Decision · Follower/Courtier Decisions
Recruit Terrain Specialist
My hardy people, the …, are masters of the cold. Should I require an expert commander to guide my troops through the unforgiving winter, I need but to send word — there is no shortage of frost-bitten veterans willing to heed my call.
Requirements
The game shows no text of its own for these conditions; the script is below.
Shown to a character when (is_shown) (19 lines of game script)
OR = {
culture ?= {
OR = {
has_cultural_parameter = can_recruit_mountain_specialist
has_cultural_parameter = can_recruit_open_specialist
has_cultural_parameter = can_recruit_dry_specialist
has_cultural_parameter = can_recruit_hill_specialist
has_cultural_parameter = can_recruit_jungle_specialist
has_cultural_parameter = can_recruit_forest_specialist
has_cultural_parameter = can_recruit_winter_specialist
root = {
has_trait = nomadic_philosophy
}
}
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
is_landless_adventurer = noAs written in game/common/decisions/00_cultural_tradition_decisions.txt.
Can be taken when (is_valid) (9 lines of game script)
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
is_imprisoned = noAs written in game/common/decisions/00_cultural_tradition_decisions.txt.
Effects
- You seek out a highly-skilled Commander with the selected Commander Trait to join your Court As a Minister, you may recruit any type of commander
- You seek out a highly-skilled Commander with the selected Commander Trait to join your Court Your Cultural Traditions affect the types of commanders you may recruit
Effect (77 lines of game script)
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
custom_tooltip = recruit_terrain_specialist_decision_minister_tooltip
}
else = {
custom_tooltip = recruit_terrain_specialist_decision_tooltip
}
hidden_effect = {
if = {
limit = {
scope:recruit_winter_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = winter_soldier
SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character
}
}
else_if = {
limit = {
scope:recruit_forest_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = forest_fighter
SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character
}
}
else_if = {
limit = {
scope:recruit_mountain_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character
}
}
else_if = {
limit = {
scope:recruit_dry_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = desert_warrior
SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character
}
}
else_if = {
limit = {
scope:recruit_hill_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character
}
}
else_if = {
limit = {
scope:recruit_jungle_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = jungle_stalker
SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character
}
}
else_if = {
limit = {
scope:recruit_open_specialist_decision = yes
}
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = open_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = open_commander_character
}
}
}As written in game/common/decisions/00_cultural_tradition_decisions.txt.
Source: game/common/decisions/00_cultural_tradition_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).