CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

Major decision · Major Nomadic Decisions

Settle the Steppe

Settle your … … as Tribal Government, Feudal Government, or Clan Government, abandoning your Nomad Government ways.

variesGold350PrestigeKhans of the Steppe

The steppe has fed our flocks, carried our riders, and scattered our enemies to the wind. But now we lay stones where hooves once thundered. No longer shall we chase the horizon — for we will make the horizon come to us. We remain children of the steppe. But we will grow roots in its soil, raise walls in its wind, and turn the campfire into a hearth.

Requirements

The lines the game itself shows for this decision's conditions:

  • You hold at least one County with a non Nomadic Settlement or Herder Settlement
Shown to a character when (is_shown) (3 lines of game script)
government_has_flag = government_is_nomadic
is_playable_character = yes
has_mpo_dlc_trigger = yes

As written in game/common/decisions/dlc_decisions/mpo/mpo_decisions.txt.

Can be taken when (is_valid) (27 lines of game script)
is_independent_ruler = yes
OR = {
	has_realm_law = nomadic_authority_3
	has_realm_law = nomadic_authority_4
	has_realm_law = nomadic_authority_5
}
capital_county = {
	title_province = {
		OR = {
			has_holding_type = nomad_holding
			has_holding_type = herder_holding
		}
	}
}
custom_tooltip = {
	text = step_away_from_the_steppe_decision_holding_tt
	any_sub_realm_county = {
		title_province = {
			OR = {
				has_holding_type = nomad_holding
				has_holding_type = herder_holding
			}
		}
	}
}
is_at_war = no
is_available = yes

As written in game/common/decisions/dlc_decisions/mpo/mpo_decisions.txt.

Effects

  • All of your Holdings will change to new Holding Types
  • Nomad Government Vassals will change Government to your chosen one
  • Your lands will get Buildings based on your current Herd
  • Your lands will get Development based on your current Herd
Effect (396 lines of game script)
gok_government_change_story_end_effect = yes
if = {
	limit = {
		is_ai = no
	}
	add_achievement_global_variable_effect = {
		VARIABLE = mpo_settling_in_achievement_unlocked
		VALUE = yes
	}
}
save_scope_as = nomad_settling_down
domicile.domicile_culture = {
	save_scope_as = invading_culture
}
domicile.domicile_faith = {
	save_scope_as = invading_faith
}
save_scope_value_as = {
	name = invading_herd_value
	value = domicile.herd
}
save_scope_value_as = {
	name = development_herd_value
	value = domicile.herd
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
show_as_tooltip = {
	if = {
		limit = {
			scope:become_tribal_decision = yes
		}
		change_government = tribal_government
	}
	else_if = {
		limit = {
			scope:become_feudal_decision = yes
		}
		change_government = feudal_government
	}
	else_if = {
		limit = {
			scope:become_clan_decision = yes
		}
		change_government = clan_government
	}
}
custom_tooltip = nomad_holdings_convert_tt
custom_tooltip = nomad_vassals_convert_tt
custom_tooltip = buildings_based_on_herd_tt
custom_tooltip = development_based_on_herd_tt
hidden_effect = {
	if = {
		limit = {
			has_realm_law = nomadic_authority_1
		}
		remove_realm_law = nomadic_authority_1
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_2
		}
		remove_realm_law = nomadic_authority_2
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_3
		}
		remove_realm_law = nomadic_authority_3
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_4
		}
		remove_realm_law = nomadic_authority_4
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_5
		}
		remove_realm_law = nomadic_authority_5
	}
	if = {
		limit = {
			scope:become_tribal_decision = yes
		}
		every_sub_realm_county = {
			limit = {
				title_province = {
					OR = {
						has_holding_type = nomad_holding
						has_holding_type = herder_holding
					}
				}
			}
			title_province = {
				set_holding_type = tribal_holding
			}
			add_to_list = holding_conversion
		}
		change_government = tribal_government
		every_vassal_or_below = {
			limit = {
				has_government = nomad_government
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_1
				}
				remove_realm_law = nomadic_authority_1
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_2
				}
				remove_realm_law = nomadic_authority_2
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_3
				}
				remove_realm_law = nomadic_authority_3
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_4
				}
				remove_realm_law = nomadic_authority_4
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_5
				}
				remove_realm_law = nomadic_authority_5
			}
			change_government = tribal_government
			if = {
				limit = {
					NOT = {
						has_realm_law = tribal_authority_1
					}
				}
				add_realm_law_skip_effects = tribal_authority_1
			}
		}
		if = {
			limit = {
				NOT = {
					has_realm_law = tribal_authority_2
				}
			}
			add_realm_law_skip_effects = tribal_authority_2
		}
	}
	if = {
		limit = {
			OR = {
				scope:become_feudal_decision = yes
				scope:become_clan_decision = yes
			}
		}
		every_sub_realm_county = {
			limit = {
				title_province = {
					OR = {
						has_holding_type = nomad_holding
						has_holding_type = herder_holding
					}
				}
			}
			title_province = {
				holding_pre_feudalize_effect = yes
				set_holding_type = castle_holding
			}
			add_to_list = holding_conversion
			random_county_province = {
				limit = {
					has_holding = no
					barony_cannot_construct_holding = no
				}
				random = {
					chance = 50
					modifier = {
						add = 50
						this.county = root.capital_county
					}
					modifier = {
						add = 25
						scope:become_feudal_decision = yes
					}
					modifier = {
						add = {
							value = scope:invading_herd_value
							divide = 1000
						}
					}
					set_holding_type = city_holding
				}
			}
			random_county_province = {
				limit = {
					has_holding = no
					barony_cannot_construct_holding = no
				}
				random = {
					chance = 50
					modifier = {
						add = 50
						this.county = root.capital_county
					}
					modifier = {
						add = 50
						barony = {
							is_holy_site_of = root.faith
						}
					}
					modifier = {
						add = 25
						scope:become_clan_decision = yes
					}
					modifier = {
						add = {
							value = scope:invading_herd_value
							divide = 1000
						}
					}
					set_holding_type = church_holding
				}
			}
		}
		if = {
			limit = {
				scope:become_feudal_decision = yes
			}
			change_government = feudal_government
		}
		else_if = {
			limit = {
				scope:become_clan_decision = yes
			}
			change_government = clan_government
		}
		every_vassal_or_below = {
			limit = {
				has_government = nomad_government
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_1
				}
				remove_realm_law = nomadic_authority_1
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_2
				}
				remove_realm_law = nomadic_authority_2
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_3
				}
				remove_realm_law = nomadic_authority_3
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_4
				}
				remove_realm_law = nomadic_authority_4
			}
			if = {
				limit = {
					has_realm_law = nomadic_authority_5
				}
				remove_realm_law = nomadic_authority_5
			}
			if = {
				limit = {
					scope:become_feudal_decision = yes
				}
				change_government = feudal_government
			}
			else_if = {
				limit = {
					scope:become_clan_decision = yes
				}
				change_government = clan_government
			}
			if = {
				limit = {
					NOT = {
						has_realm_law = crown_authority_1
					}
				}
				add_realm_law_skip_effects = crown_authority_1
			}
		}
		if = {
			limit = {
				NOT = {
					has_realm_law = crown_authority_2
				}
			}
			add_realm_law_skip_effects = crown_authority_2
		}
	}
	while = {
		limit = {
			scope:invading_herd_value >= 2000
		}
		every_in_list = {
			list = holding_conversion
			every_county_province = {
				generate_building = yes
			}
		}
		save_scope_value_as = {
			name = invading_herd_value
			value = {
				add = scope:invading_herd_value
				subtract = 2000
			}
		}
	}
	if = {
		limit = {
			scope:become_tribal_decision = yes
		}
		while = {
			limit = {
				scope:development_herd_value >= 2000
			}
			random_sub_realm_county = {
				weight = {
					base = 1
					modifier = {
						add = 9
						this = root.capital_county
					}
					modifier = {
						add = 6
						any_neighboring_county = {
							this = root.capital_county
						}
					}
					modifier = {
						factor = 1
						is_coastal_county = yes
					}
				}
				change_development_level = 1
			}
			save_scope_value_as = {
				name = development_herd_value
				value = {
					add = scope:development_herd_value
					subtract = 2000
				}
			}
		}
	}
	else = {
		while = {
			limit = {
				scope:development_herd_value >= 1000
			}
			random_sub_realm_county = {
				weight = {
					base = 1
					modifier = {
						add = 9
						this = root.capital_county
					}
					modifier = {
						add = 6
						any_neighboring_county = {
							this = root.capital_county
						}
					}
					modifier = {
						factor = 1
						is_coastal_county = yes
					}
				}
				change_development_level = 1
			}
			save_scope_value_as = {
				name = development_herd_value
				value = {
					add = scope:development_herd_value
					subtract = 1000
				}
			}
		}
	}
}

As written in game/common/decisions/dlc_decisions/mpo/mpo_decisions.txt.

Source: game/common/decisions/dlc_decisions/mpo/mpo_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3.