
Major decision · Major Nomadic Decisions
Settle the Steppe
Settle your … … as Tribal Government, Feudal Government, or Clan Government, abandoning your Nomad Government ways.
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 = yesAs 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.