
Casus belli · Subjugation
Bring Under Tribute
Bring Under Tribute is a casus belli in Crusader Kings III (subjugation). If the attacker wins: The defender becomes the attacker's Tributary. If the defender wins: The defender remains independent. Declaring it costs prestige and piety. The war goal is worth 80% war score. Patch 1.20.0.3, from game/common/casus_belli_types/00_tributarize.txt.
Quick answers (3)
- What do you get for winning a Bring Under Tribute war in CK3?
- The defender becomes the attacker's Tributary (patch 1.20.0.3).
- What happens on a white peace?
- The defender remains independent.
- What does the Bring Under Tribute casus belli cost?
- prestige and piety; the amount depends on the titles, claims and distance, worked out when you declare.
How the war ends
Attacker wins
The defender becomes the attacker's Tributary.
White peace
The defender remains independent.
Defender wins
The defender remains independent.
If the war becomes invalid
The … has ended: the defender can no longer be made into a tributary.
Who can declare it
The game shows no text of its own for these conditions; the script is below.
Every subjugation war (the group's allowed_for_character) (13 lines of game script)
herders_and_tributary_constraints = yes
pam_personal_pacifism_offensive_war_ban_trigger = yes
tgp_dynastic_cycle_offensive_wars_ban_trigger = yes
tgp_war_ban_all_ministers_trigger = yes
OR = {
NOT = {
government_has_flag = government_is_theocracy
}
AND = {
government_has_flag = government_is_theocracy
has_variable = koh_subjugation_cb_allowed
}
}As written in game/common/casus_belli_groups/00_casus_belli_groups.txt.
Attacker (allowed_for_character) (2 lines of game script)
can_have_tributaries_trigger = yes is_landed = yes
As written in game/common/casus_belli_types/00_tributarize.txt.
Defender (allowed_against_character) (43 lines of game script)
scope:defender = {
is_independent_ruler = yes
is_landed = yes
NOT = {
government_has_flag = cannot_be_vassal_or_liege
}
}
scope:attacker = {
trigger_if = {
limit = {
is_ai = yes
}
trigger_if = {
limit = {
NOT = {
government_has_flag = government_is_nomadic
}
}
scope:defender.realm_size <= {
value = scope:attacker.realm_size
multiply = 0.75
}
scope:defender.primary_title.tier < tier_empire
}
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
domicile.herd <= nomadic_authority_level_5_requirement
scope:defender = {
NOT = {
government_has_flag = government_is_nomadic
}
realm_size >= 50
}
}
always = no
}
OR = {
scope:defender.primary_title.tier <= tier_duchy
scope:defender.primary_title.tier <= scope:attacker.primary_title.tier
}
}
}As written in game/common/casus_belli_types/00_tributarize.txt.
Cost to declare
Costs prestige and piety. The amount is worked out when you declare (by the titles targeted, claims, distance and more), so the script is shown as written:
Cost (89 lines of game script)
prestige = {
value = {
if = {
limit = {
OR = {
scope:attacker = {
government_has_flag = government_is_mandala
}
scope:attacker = {
ai_should_get_conqueror_bonuses = yes
}
}
}
multiply = 0
}
else = {
scope:defender = {
add = {
add = realm_size
multiply = 25
if = {
limit = {
primary_title.tier = tier_county
}
max = 100
}
else_if = {
limit = {
primary_title.tier = tier_duchy
}
max = 200
}
else = {
max = 300
}
desc = CB_SIZE_OF_TARGET_REALM_COST
}
}
}
}
multiply = common_cb_prestige_cost_multiplier
}
piety = {
value = {
if = {
limit = {
scope:attacker = {
NOT = {
government_has_flag = government_is_mandala
}
}
}
multiply = 0
}
else = {
scope:defender = {
value = {
add = realm_size
multiply = 75
if = {
limit = {
primary_title.tier = tier_county
}
max = 200
}
else_if = {
limit = {
primary_title.tier = tier_duchy
}
max = 350
}
else = {
max = 500
}
if = {
limit = {
scope:attacker = {
is_story_godking_trigger = yes
}
}
multiply = 0.25
}
desc = CB_SIZE_OF_TARGET_REALM_COST
}
}
}
}
multiply = common_cb_piety_cost_multiplier
}As written in game/common/casus_belli_types/00_tributarize.txt.
Source: game/common/casus_belli_types/00_tributarize.txt and the English localisation, Crusader Kings III 1.20.0.3. “The attacker”, “the defender” stand where the game names the character; “…” marks other words it fills in during play.