CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diarch

Mulct Vizier

No costAccepted automatically

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

  • If

    • The option “mulct vizier interaction medium” is chosen

    Then

  • If

    • The option “mulct vizier interaction major” is chosen

    Then

  • If

    • The option “mulct vizier interaction massive” is chosen

    Then

  • 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_interaction
    • has_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.

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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)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

          • Else, if vizier mulct swing gain miniscule is 5:
            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

          • Else, if vizier mulct swing gain miniscule is 10:
            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

          • Else, if vizier mulct swing gain miniscule is 20:
            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

          • Else, if vizier mulct swing gain miniscule is 30:
            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

          • Else, if vizier mulct swing gain miniscule is 40:
            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

        • 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)

              Else if

              a check the game hides

              Then

              Otherwise

          • Else, if vizier mulct swing gain miniscule is -5:
            • If a check the game hides passes: the same again (1 line)

              Else if

              a check the game hides

              Then

              Otherwise

          • Else, if vizier mulct swing gain miniscule is -10:
            • If a check the game hides passes: the same again (1 line)

              Else if

              a check the game hides

              Then

              Otherwise

          • Else, if vizier mulct swing gain miniscule is -20:
            • If a check the game hides passes: the same again (1 line)

              Else if

              a check the game hides

              Then

              Otherwise

          • Else, if vizier mulct swing gain miniscule is -30:
            • If a check the game hides passes: the same again (1 line)

              Else if

              a check the game hides

              Then

              Otherwise

          • Else, if vizier mulct swing gain miniscule is -40:
            • If a check the game hides passes: the same again (1 line)

              Else if

              a check the game hides

              Then

              Otherwise

      • 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:
            • If

              a check the game hides

              Then

              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)
        • … (more in the script below)
      • … (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.

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