Interaction · Diarch
Mulct Vizier
The recipient seems to be living... Suspiciously well...
What you need
You
To send it
- Is not at war with the target
If
- You: Is played by a person
Then
- You must select at least one option
If
- The option “mulct vizier interaction minor” is chosen
Then
- … has no Notable Extravagance Modifiers
- The Scales of Power favor … too strongly for this
If
- The option “mulct vizier interaction medium” is chosen
Then
- … has no Remarkable Extravagance Modifiers
- The Scales of Power favor … too strongly for this
If
- The option “mulct vizier interaction major” is chosen
Then
- … has no Famous Extravagance Modifiers
- The Scales of Power favor … too strongly for this
If
- The option “mulct vizier interaction massive” is chosen
Then
- … has no Illustrious Extravagance Modifiers
- The Scales of Power favor … too strongly for this
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
To see it in the menu
has_diarchy_active_parameter = unlock_mulct_vizier_interaction- If played by the AI:
has_diarchy_parameter = unlock_mulct_vizier_interactionhas_active_diarchy = yes
diarch ?= scope:recipient
Mulct Vizier is a diarch character interaction in Crusader Kings III. You need: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy … and 2 more. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_diarch_interactions.txt.
Quick answers (2)
- What are the requirements for Mulct Vizier in CK3?
- You: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy …, You are already planning another Activity and Is not at war with the target. (patch 1.20.1.2)
- Will the AI accept Mulct Vizier?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The character you target:
If
- The option “mulct vizier interaction minimal” is chosen
Then
If
a check the game hides
Then
- If vizier mulct swing gain miniscule at least 1:
- If vizier mulct swing gain miniscule is 3:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 3 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 3 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 3 towards …
- Else, if vizier mulct swing gain miniscule is 5:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 5 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 5 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 5 towards …
- Else, if vizier mulct swing gain miniscule is 10:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 10 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 10 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 10 towards …
- Else, if vizier mulct swing gain miniscule is 20:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 20 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 20 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 20 towards …
- Else, if vizier mulct swing gain miniscule is 30:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 30 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 30 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 30 towards …
- Else, if vizier mulct swing gain miniscule is 40:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 40 towards …
Else if a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 40 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 40 towards …
- If vizier mulct swing gain miniscule is 3:
- Else, if vizier mulct swing gain miniscule at most -1:
- If vizier mulct swing gain miniscule is -3:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 3 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 3 towards …
- Else, if vizier mulct swing gain miniscule is -5:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 5 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 5 towards …
- Else, if vizier mulct swing gain miniscule is -10:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 10 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 10 towards …
- Else, if vizier mulct swing gain miniscule is -20:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 20 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 20 towards …
- Else, if vizier mulct swing gain miniscule is -30:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 30 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 30 towards …
- Else, if vizier mulct swing gain miniscule is -40:
If a check the game hides passes: the same again (1 line)
- The target’s liege: … … Scales of Power swings by 40 towards …
Otherwise
- The target’s liege: … … Scales of Power swings by 40 towards …
- If vizier mulct swing gain miniscule is -3:
- If vizier mulct swing gain miniscule at least 1:
pay_short_term_gold = { target = scope:recipient.liege gold = liege.minor_gold_value }
Else if
- The option “mulct vizier interaction minor” is chosen
Then
If
a check the game hides
Then
- If vizier mulct swing gain minor at least 1:
- If vizier mulct swing gain minor is 3:
Else if a check the game hides passes: the same again (1 line)
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
- If vizier mulct swing gain minor is 3:
- … (more in the script below)
- If vizier mulct swing gain minor at least 1:
- … (more in the script below)
- … (more in the script below)
• 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) (11 lines of game script)
is_available = has_diarchy_active_parameter = unlock_mulct_vizier_interaction
trigger_if = {
limit = {
is_ai = yes
}
has_diarchy_parameter = unlock_mulct_vizier_interaction
has_active_diarchy = yes
}
is_shown = scope:actor = {
diarch ?= scope:recipient
}As written in game/common/character_interactions/00_diarch_interactions.txt.
Can be sent when (is_valid…) (103 lines of game script)
scope:actor = {
is_available_adult = yes
NOT = {
is_at_war_with = scope:recipient
}
}
trigger_if = {
limit = {
scope:actor = {
is_ai = no
}
}
custom_tooltip = {
text = interactions_general.tt.must_select_one_option
OR = {
scope:mulct_vizier_interaction_minimal = yes
scope:mulct_vizier_interaction_minor = yes
scope:mulct_vizier_interaction_medium = yes
scope:mulct_vizier_interaction_major = yes
scope:mulct_vizier_interaction_massive = yes
}
}
}
trigger_if = {
limit = {
scope:mulct_vizier_interaction_minor = yes
}
custom_tooltip = {
text = mulct_vizier_interaction.extravagances_required.t1
scope:recipient = {
OR = {
has_character_modifier = vizier_extravagance_t1_treasure_modifier
has_character_modifier = vizier_extravagance_t1_activities_modifier
has_character_modifier = vizier_extravagance_t1_property_modifier
has_character_modifier = vizier_extravagance_t1_charity_modifier
}
}
}
custom_tooltip = {
text = mulct_vizier_interaction.scales_too_swung.tt
scope:actor.vizier_mulct_swing_check_value >= vizier_mulct_swing_gain_minor_value
}
}
trigger_if = {
limit = {
scope:mulct_vizier_interaction_medium = yes
}
custom_tooltip = {
text = mulct_vizier_interaction.extravagances_required.t2
scope:recipient = {
OR = {
has_character_modifier = vizier_extravagance_t2_treasure_modifier
has_character_modifier = vizier_extravagance_t2_activities_modifier
has_character_modifier = vizier_extravagance_t2_property_modifier
has_character_modifier = vizier_extravagance_t2_charity_modifier
}
}
}
custom_tooltip = {
text = mulct_vizier_interaction.scales_too_swung.tt
scope:actor.vizier_mulct_swing_check_value >= vizier_mulct_swing_gain_medium_value
}
}
trigger_if = {
limit = {
scope:mulct_vizier_interaction_major = yes
}
custom_tooltip = {
text = mulct_vizier_interaction.extravagances_required.t3
scope:recipient = {
OR = {
has_character_modifier = vizier_extravagance_t3_treasure_modifier
has_character_modifier = vizier_extravagance_t3_activities_modifier
has_character_modifier = vizier_extravagance_t3_property_modifier
has_character_modifier = vizier_extravagance_t3_charity_modifier
}
}
}
custom_tooltip = {
text = mulct_vizier_interaction.scales_too_swung.tt
scope:actor.vizier_mulct_swing_check_value >= vizier_mulct_swing_gain_major_value
}
}
trigger_if = {
limit = {
scope:mulct_vizier_interaction_massive = yes
}
custom_tooltip = {
text = mulct_vizier_interaction.extravagances_required.t4
scope:recipient = {
OR = {
has_character_modifier = vizier_extravagance_t4_treasure_modifier
has_character_modifier = vizier_extravagance_t4_activities_modifier
has_character_modifier = vizier_extravagance_t4_property_modifier
has_character_modifier = vizier_extravagance_t4_charity_modifier
}
}
}
custom_tooltip = {
text = mulct_vizier_interaction.scales_too_swung.tt
scope:actor.vizier_mulct_swing_check_value >= vizier_mulct_swing_gain_massive_value
}
}As written in game/common/character_interactions/00_diarch_interactions.txt.
Effects (on_send, on_accept, on_decline) (64 lines of game script)
on_accept = mulct_vizier_for_cash_effect = {
VIZIER = scope:recipient
}
scope:recipient = {
if = {
limit = {
scope:mulct_vizier_interaction_minimal = yes
}
mulct_vizier_for_cash_opinion_reaction_effect = {
MULT = 1
}
}
if = {
limit = {
scope:mulct_vizier_interaction_minor = yes
}
mulct_vizier_for_cash_opinion_reaction_effect = {
MULT = 2
}
}
if = {
limit = {
scope:mulct_vizier_interaction_medium = yes
}
mulct_vizier_for_cash_opinion_reaction_effect = {
MULT = 3
}
}
if = {
limit = {
scope:mulct_vizier_interaction_major = yes
}
mulct_vizier_for_cash_opinion_reaction_effect = {
MULT = 4
}
}
if = {
limit = {
scope:mulct_vizier_interaction_massive = yes
}
mulct_vizier_for_cash_opinion_reaction_effect = {
MULT = 5
}
}
stress_and_fulfillment_impact = {
ambitious = major_stress_impact_loss
arrogant = medium_stress_impact_loss
generous = minor_stress_impact_loss
greedy = major_stress_impact_gain
}
}
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = {
VARIABLE = di_track_vizmulct_accept
}
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_vizmulct_accept_actor_list
}
}
scope:recipient = {
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_vizmulct_accept_recipient_list
}
}As written in game/common/character_interactions/00_diarch_interactions.txt.
- Category
- Diarch
- Cooldown
- 10 years
- In the menu
- main list
- ID
mulct_vizier_interaction
Source: game/common/character_interactions/00_diarch_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.