Scripted effect · All Under Heaven files
tribute_mission_decision_effect
tribute_mission_decision_effect = { TARGET = … }game/common/scripted_effects/tgp_tribute_mission_scripted_effects.txt, line 47 (416 lines). Parameters: $TARGET$.
tribute_mission_decision_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 47 of its file. A call passes 1 parameter: TARGET. The game's script calls it in 6 places, among them Kowtow to China (decision), Pay Tribute to … (decision) and Pay Tribute to Dar al-Islam (decision). Its body carries 8 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/tgp_tribute_mission_scripted_effects.txt.
What it does
- If subject Standing at least 0 › If a Tributary:
If
suzerain = { primary_title = title:h_china }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk · Could be granted a Seal of Investiture
Otherwise
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
- Otherwise:
If
$TARGET$ = { primary_title = title:h_china }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
$TARGET$ = { primary_title = title:h_roman_empire }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
$TARGET$ = { primary_title = title:h_eastern_roman_empire }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
$TARGET$ = { primary_title = title:h_dar_al_islam }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Else if
$TARGET$ = { primary_title = title:h_india }
Then
- Anticipated Rewards: Additional Subject Standing · Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
Otherwise
- Anticipated Rewards: Legitimacy · Opinion · May discover new Innovations to unlock · May gain Fascination progress · May gain a … Artifact · May gain a ⟨faith⟩ Monk
If
- Has “requested tribute mission” (a variable the game's script sets)
- Is played by the AI
Then
- Depending on has variable:
- When has variable is requested tribute mission type gold: Starts the interaction “Select Gold Tribute”
- When has variable is requested tribute mission type herd: Starts the interaction “Select Herd Tribute”
- When has variable is requested tribute mission type artifact:
- When has variable is requested tribute mission type concubine: Starts the interaction “Select Concubine Tribute”
- When has variable is requested tribute mission type eunuch: Starts the interaction “Select Eunuch Tribute”
- Else, if played by the AI › Depending on yes:
- When yes is scope:tribute mission gold: Starts the interaction “Select Gold Tribute”
- When yes is scope:tribute mission herd: Starts the interaction “Select Herd Tribute”
- When yes is scope:tribute mission artifact:
- When yes is scope:tribute mission concubine:
- When yes is scope:tribute mission eunuch: Starts the interaction “Select Eunuch Tribute”
- When yes is scope:tribute mission bunga mas:
- Else, if played by a person › Depending on yes:
- When yes is scope:tribute mission gold: Opens the interaction “Select Gold Tribute”
- When yes is scope:tribute mission herd: Opens the interaction “Select Herd Tribute”
- When yes is scope:tribute mission artifact: Opens the interaction “Select Artifact Tribute”
- When yes is scope:tribute mission concubine: Opens the interaction “Select Concubine Tribute”
- When yes is scope:tribute mission eunuch: Opens the interaction “Select Eunuch Tribute”
- When yes is scope:tribute mission bunga mas: Opens the interaction “Select Bunga Mas Tribute”
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (120 lines of game script)
tribute_mission_decision_effect = {
if = {
#Are you a tributary of a Hegemon?
limit = { subject_standing >= 0 }
if = {
limit = { is_tributary = yes }
#If it's China, flavorize Imperial Grace
if = {
limit = { suzerain = { primary_title = title:h_china } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_imperial_grace
}
#Else standard stuff
else = {
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_generic_hegemon
}
}
}
else = {
if = {
limit = { $TARGET$ = { primary_title = title:h_china } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_china
}
else_if = {
limit = { $TARGET$ = { primary_title = title:h_roman_empire } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_roman_empire
}
else_if = {
limit = { $TARGET$ = { primary_title = title:h_eastern_roman_empire } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_eastern_roman_empire
}
else_if = {
limit = { $TARGET$ = { primary_title = title:h_dar_al_islam } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_dar_al_islam
}
else_if = {
limit = { $TARGET$ = { primary_title = title:h_india } }
custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt_india
}
else = { custom_tooltip = tribute_mission_interaction_anticipated_rewards_tt }
}
hidden_effect = {
tribute_mission_clean_up_variables_effect = yes
if = {
limit = { is_tributary = yes }
suzerain = {
save_scope_as = tribute_mission_target
add_character_flag = {
flag = pay_tribute_cooldown
years = 3
}
}
}
else = {
$TARGET$ = {
save_scope_as = tribute_mission_target
}
}
set_variable = { # persist for later interactions
name = tribute_mission_target_scope
value = scope:tribute_mission_target
}
}
# not all tribute decisions have this option
if = {
limit = { NOT = { exists = scope:tribute_mission_bunga_mas } }
save_temporary_scope_value_as = { name = tribute_mission_bunga_mas value = no }
}
#Your Suzerain requested this specifically
if = {
limit = {
has_variable = requested_tribute_mission
is_ai = yes
}
switch = {
trigger = has_variable
requested_tribute_mission_type_gold = { # Gold
run_interaction = {
interaction = tribute_mission_gold_interaction
actor = root
recipient = scope:tribute_mission_target
execute_threshold = accept
}
}
requested_tribute_mission_type_herd = { # Herd
run_interaction = {
interaction = tribute_mission_herd_interaction
actor = root
recipient = scope:tribute_mission_target
execute_threshold = accept
}
}
requested_tribute_mission_type_artifact = { # Artifact
var:predetermined_artifact_tribute ?= { save_scope_as = predetermined_artifact_tribute_scope }
#Do the things from the interaction
scope:predetermined_artifact_tribute_scope = {
set_variable = is_tribute_mission_artifact
}
#Save the Artifact
set_variable = {
name = tribute_mission_type
value = flag:artifact_tribute
}
set_variable = {
name = offered_artifact
value = scope:predetermined_artifact_tribute_scope
}
#Travel
tribute_mission_set_up_tribute_travel_effect = yes
}
requested_tribute_mission_type_concubine = { # Concubine
var:predetermined_concubine_tribute ?= {
save_scope_as = predetermined_concubine_tribute_scope
}
scope:predetermined_concubine_tribute_scope = {
add_character_flag = {
flag = cannot_be_diarch # just enough to make sure they don't succeed to the diarchy while en routeAs written in game/common/scripted_effects/tgp_tribute_mission_scripted_effects.txt.
The first 120 of its 416 lines; the rest is in game/common/scripted_effects/tgp_tribute_mission_scripted_effects.txt from line 47.
Where it is used
Every place in common/, events/ and history/ that calls tribute_mission_decision_effect.
Source: game/common/scripted_effects/tgp_tribute_mission_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.