
Casus belli · Conquest
Pillaging Foray
Pillaging Foray is a casus belli in Crusader Kings III (conquest). If the attacker wins: You gain Gold in proportion to the Development of the target County, which will decrease. A Building may also be destroyed. No Titles will change hands. If the defender wins: You must pay Gold reparations for attempting the raid. Declaring it costs influence. The war goal is worth 100% war score. Patch 1.20.0.3, from game/common/casus_belli_types/07_ep3_wars.txt.
Quick answers (3)
- What do you get for winning a Pillaging Foray war in CK3?
- You gain Gold in proportion to the Development of the target County, which will decrease. A Building may also be destroyed. No Titles will change hands (patch 1.20.0.3).
- What happens on a white peace?
- You fail to complete your raid.
- What does the Pillaging Foray casus belli cost?
- influence; the amount depends on the titles, claims and distance, worked out when you declare.
How the war ends
Attacker wins
You gain Gold in proportion to the Development of the target County, which will decrease. A Building may also be destroyed. No Titles will change hands.
White peace
You fail to complete your raid.
Defender wins
You must pay Gold reparations for attempting the raid.
If the war becomes invalid
The … has ended: the defender no longer … the County.
Who can declare it
The game shows no text of its own for these conditions; the script is below.
Every conquest war (the group's allowed_for_character) (7 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
NOT = {
government_has_flag = government_is_theocracy
}As written in game/common/casus_belli_groups/00_casus_belli_groups.txt.
Attacker (allowed_for_character) (4 lines of game script)
has_character_flag = warmongering_admin
NOT = {
government_has_flag = government_is_landless_adventurer
}As written in game/common/casus_belli_types/07_ep3_wars.txt.
Defender (allowed_against_character) (20 lines of game script)
OR = {
character_is_land_realm_neighbor = scope:attacker
AND = {
exists = scope:attacker.liege
character_is_land_realm_neighbor = scope:attacker.liege
}
}
top_liege = this
OR = {
scope:attacker = {
top_liege = this
}
NOR = {
has_truce = scope:attacker.liege
is_vassal_or_below_of = scope:attacker.liege
}
}
NOT = {
is_liege_or_above_of = scope:attacker
}As written in game/common/casus_belli_types/07_ep3_wars.txt.
When it can start (valid_to_start) (6 lines of game script)
exists = scope:target
NOT = {
scope:target.title_province = {
has_province_modifier = recently_looted_modifier
}
}As written in game/common/casus_belli_types/07_ep3_wars.txt.
Cost to declare
Costs influence. The amount is worked out when you declare (by the titles targeted, claims, distance and more), so the script is shown as written:
Cost (3 lines of game script)
influence = {
value = minor_influence_value
}As written in game/common/casus_belli_types/07_ep3_wars.txt.
Source: game/common/casus_belli_types/07_ep3_wars.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.