Interaction · Vassal actions
Aid Tribal Development
Aid the recipient develop their Tribal or Nomadic land and turn one of their Tribal or Nomadic Holdings into a Castle
What you need
You
To send it
- The target › If title tier at most County › Their province:
One of these
has_holding_type = tribal_holdingor
has_holding_type = nomad_holdingor
has_holding_type = herder_holding
To see it in the menu
- If played by the AI:
- Is an Adult
gold >= { value = feudalize_holding_interaction_cost multiply = 4 }- Is at not War
One of these
All of these
All of these
- Ai zeal more than 0
- Ai energy more than 0
One of these
has_focus = learning_theology_focusor
Has the Trait: Zealousor
Has the Trait: Forgivingor
Has the Trait: Improvidentor
Has the Trait: Humbleor
Has the Trait: Patientor
Has the Trait: Diligentor
Has the Trait: Generousor
Has the Modifier: Temple Builderor
Your Government uses the Mandala Capital Temple Complex Great Project and Great Building
- Num virtuous traits at least 1
num_sinful_traits = 0
Not all of these
One of these
All of these
- Has the Trait: Despoiler of Byzantium
- Any held title:
- Title tier at most Empire
One of these
empire = title:e_byzantiumor
empire = title:e_latin_empire
or
vassal_contract_has_flag = admin_ai_is_warlikeor
Your house: The House their has the Organized for War modifieror
All of these
- Any character struggle:
If
is_struggle_type = persian_struggle
Then
is_struggle_phase = struggle_persia_phase_unrest
Otherwise
- Never
- Has the Trait: Detractor of the Caliphate
- Any character struggle:
or
All of these
- Your Government is Nomadic
ai_has_cautious_personality = { }economical_ai_guts_trigger = { }
or
All of these
- Ai boldness more than 0
- Ai greed at least 0
One of these
- Has the Trait: Wrathful
or
Has the Trait: Impatientor
Has the Trait: Sadisticor
Has the Trait: Ambitiousor
Has the Trait: Vengefulor
Has the Trait: Zealousor
Has the Trait: Irritableor
All of these
- Ai boldness at least 50
- Ai greed at least 50
or
All of these
- Ai boldness at least 25
- Ai greed at least 100
or
All of these
- Ai boldness at least 100
- Ai greed at least 25
or
Your Government is a Tribal-type Governmentor
Your culture: The Culture has the Bellicose Cultural Pillar
None of these
- Ai compassion at least 75
- Has the Trait: Compassionate
- Has the Trait: Craven
- Has the Trait: Calm
- Your faith: Has a Doctrine or Tenet with pacifist
- Your culture: The Culture has the Cost for converting to a pacifist faith: -25% Tradition
- Your house: The House their has the Encouraged Economy modifier
vassal_contract_has_flag = admin_ai_is_builder
or
Has “imperial expedition charged” (a variable the game's script sets)or
All of these
One of these
- You are a Tributary
or
Is not an Independent Ruler
overlord ?= { has_realm_law_flag = subjects_appear_more_warlike }
or
Your house:has_house_aspiration_parameter = aspect_of_destruction
None of these
- Has “conqueror” (a variable the game's script sets)
- Your house:
One of these
has_house_aspiration_parameter = aspect_of_creationor
has_house_aspiration_parameter = aspect_of_serenityor
has_house_aspiration_parameter = aspect_of_trickery
or
All of these
One of these
- You are a Tributary
or
Is not an Independent Ruler
overlord ?= { has_realm_law_flag = subjects_appear_more_pious }
or
Your house:has_house_aspiration_parameter = aspect_of_serenity
None of these
- Has “conqueror” (a variable the game's script sets)
- Your house:
One of these
has_house_aspiration_parameter = aspect_of_creationor
has_house_aspiration_parameter = aspect_of_destructionor
has_house_aspiration_parameter = aspect_of_trickery
- Does not have “conqueror” (a variable the game's script sets)
Not all of these
One of these
All of these
- Has the Trait: Despoiler of Byzantium
- Any held title:
- Title tier at most Empire
One of these
empire = title:e_byzantiumor
empire = title:e_latin_empire
or
vassal_contract_has_flag = admin_ai_is_warlikeor
Your house: The House their has the Organized for War modifieror
All of these
- Any character struggle:
If
is_struggle_type = persian_struggle
Then
is_struggle_phase = struggle_persia_phase_unrest
Otherwise
- Never
- Has the Trait: Detractor of the Caliphate
- Any character struggle:
or
… (more in the script below)
- … (more in the script below)
- … (more in the script below)
The character you target
- Is a vassal (or below) of you
- Their government is not a Tribal-type Government
- Their government is not Nomadic
- Any held title:
- Title tier at most County
- Their province:
One of these
has_holding_type = tribal_holdingor
has_holding_type = nomad_holdingor
has_holding_type = herder_holding
Aid Tribal Development is a vassal character interaction in Crusader Kings III. Accepted automatically. It costs Treasury or Gold (varies). Patch 1.20.1.2, from game/common/character_interactions/00_tribal_interactions.txt.
Quick answers (2)
- Will the AI accept Aid Tribal Development?
- Yes: it is accepted automatically.
- How much does Aid Tribal Development cost?
- Treasury or Gold (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The character you target › You:
- If your Government uses the Mandala Capital Temple Complex Great Project and Great Building:
- The target’s title province:
- Their county:
- If the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
- Else, if the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
If
prev:holding_is_nomad = { }
- Does not have “was razed” (a variable the game's script sets)
culture != holder.culture
Then
If
- Their culture:
has_same_culture_heritage = prev.holder.culture
Then
- The county gains the modifier “Nomadic Land” for 5 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
Otherwise
- The county gains the modifier “Nomadic Land” for 30 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
- Their culture:
tgp_silk_road_feudalize_holding_effect = { }If
holder != scope:actor
Then
- Their holder: Opinion: Grateful (+30)
set_holding_type = temple_citadel_holding
- Their county:
- If has the Reverence Decree Law:
add_piety = { add = massive_piety_gain multiply = 1.5 }
- Otherwise: Gain +500 Piety
If
- Has Legitimacy
- Is landed
- Is a ruler
- Highest held Title is at least County Rank
- Your government is not a Theocratic-type Government
- Your government is not unplayable
Then
- Gains 100 Legitimacy
- The target’s title province:
- Otherwise:
- The target’s title province:
- Their county:
- If the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
- Else, if the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
If
prev:holding_is_nomad = { }
- Does not have “was razed” (a variable the game's script sets)
culture != holder.culture
Then
If
- Their culture:
has_same_culture_heritage = prev.holder.culture
Then
- The county gains the modifier “Nomadic Land” for 5 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
Otherwise
- The county gains the modifier “Nomadic Land” for 30 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
- Their culture:
tgp_silk_road_feudalize_holding_effect = { }If
holder != scope:actor
Then
- Their holder: Opinion: Grateful (+30)
set_holding_type = castle_holding
- Their county:
If
- Has Legitimacy
- Is landed
- Is a ruler
- Highest held Title is at least County Rank
- Your government is not a Theocratic-type Government
- Your government is not unplayable
Then
- Gains 100 Legitimacy
- The target’s title province:
- If your Government uses the Mandala Capital Temple Complex Great Project and Great Building:
- If your Government uses Influence: Influence +60
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (38 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
is_adult = yes
gold >= {
value = feudalize_holding_interaction_cost
multiply = 4
}
is_at_war = no
ai_has_pious_builder_personality = yes
NOT = {
has_variable = conqueror
}
ai_has_warlike_personality = no
}
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
is_shown = scope:recipient = {
target_is_liege_or_above = scope:actor
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
this != scope:actor
any_held_title = {
tier <= tier_county
title_province ?= {
OR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}As written in game/common/character_interactions/00_tribal_interactions.txt.
Effects (on_send, on_accept, on_decline) (80 lines of game script)
on_accept = scope:recipient = {
scope:actor = {
if = {
limit = {
government_has_flag = government_is_mandala
}
send_interface_toast = {
type = event_toast_effect_good
title = sanctified_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
scope:target.title_province ?= {
holding_pre_feudalize_effect = yes
set_holding_type = temple_citadel_holding
}
mandala_piety_gain_effect = {
PIETY_AMOUNT = massive_piety_gain
}
add_legitimacy_effect = {
LEGITIMACY = medium_legitimacy_gain
}
}
hidden_effect = {
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_good
title = liege_sanctified_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
show_as_tooltip = {
scope:target.title_province ?= {
holding_pre_feudalize_effect = yes
set_holding_type = temple_citadel_holding
}
}
}
}
}
}
else = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
scope:target.title_province ?= {
holding_pre_feudalize_effect = yes
set_holding_type = castle_holding
}
add_legitimacy_effect = {
LEGITIMACY = medium_legitimacy_gain
}
}
hidden_effect = {
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_good
title = liege_feudalized_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
show_as_tooltip = {
scope:target.title_province ?= {
holding_pre_feudalize_effect = yes
set_holding_type = castle_holding
}
}
}
}
}
}
}
}
scope:actor = {
if = {
limit = {
government_has_flag = government_has_influence
}
change_influence = medium_influence_gain
}
}As written in game/common/character_interactions/00_tribal_interactions.txt.
- Category
- Vassal actions
- Cost: Treasury or Gold
- varies
- In the menu
- under More…
- ID
support_feudalize_tribal_holding_interaction
Source: game/common/character_interactions/00_tribal_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.