Hands-On Usage
unlock_decision_tooltip is commonly used in focus tree completions or event choices to preview a decision's unlock via tooltip, allowing players to see the decision's effects and bonuses before making their choice without actually executing the unlock. For example, displaying upcoming military decision content in a focus's completion_reward:
completion_reward = {
unlock_decision_tooltip = {
decision = my_mod_military_buildup_decision
show_effect_tooltip = yes
show_modifiers = yes
}
}
Synergy
[activate_decision](/wiki/effect/activate_decision): unlock_decision_tooltip is responsible for previewing the decision effect in tooltip form, while activate_decision actually activates and executes the decision. These two are commonly paired together to create a "preview→execute" workflow.
[activate_targeted_decision](/wiki/effect/activate_targeted_decision): When a decision targets a specific country, this command can be used to activate it alongside the tooltip preview functionality provided by unlock_decision_tooltip.
[has_decision](/wiki/trigger/has_decision): Check in trigger conditions whether the player already possesses a certain decision. Combined with tooltip display logic, this prevents repeatedly showing previews for already-activated decisions.
Common Pitfalls
- Mistaking it for actually unlocking the decision:
unlock_decision_tooltip is merely a UI-layer tooltip preview and does not actually add the decision to the decision panel. Newcomers often confuse it with activate_decision, only to discover after implementation that the decision never appears in the game interface.
- Forgetting to set
show_effect_tooltip resulting in empty tooltip content: When using the shorthand form (directly assigning the decision name), effects and modifiers are not shown by default. To display complete benefit descriptions to players, you must use block syntax and explicitly enable show_effect_tooltip = yes.