Interaction · Diplomatic actions
Bargain Fealty
This special Interaction is available to Involved Rulers who are in a defensive War. The War Leader asks a neighboring higher-Rank Ruler to join their war in exchange for becoming their Vassal.
What you need
You
To send it
- Must be Primary Defender in a War that is not using the Border Raid or Struggle Clash Casus Bellis
- Any character struggle:
involvement = involvedhas_struggle_phase_parameter = unlocks_bargain_fealty_interaction
To see it in the menu
- Is at War
- Any character struggle:
involvement = involvedis_struggle_type = iberian_struggle
- If played by the AI: Is not imprisoned
- Is an Independent Ruler
- Any character war:
- Has you as the war's defender
- Is war leader in the war against you
If
- The character you target: Is not a landless ruler
Then
tier_difference = { target = scope:recipient value <= -1 }
Otherwise
tier_difference = { target = scope:recipient value <= -2 }
The character you target
To send it
- … must be a neighboring Top Liege
- Is not at war with you
To see it in the menu
- Their primary title:
is_mercenary_company = no
Which character you can pick
- The target:
- Is war leader in the war against you
- Has you as the war's defender
- Cannot Bargain Fealty over a Border Raid
- Cannot Bargain Fealty over a Struggle Clash
If
- The target: Has you as the war's attacker
Then
- The target:
primary_defender = { save_temporary_scope_as = primary_enemy }
Otherwise
- The target:
primary_attacker = { save_temporary_scope_as = primary_enemy }
Bargain Fealty is a diplomatic character interaction in Crusader Kings III. You need: Must be Primary Defender in a War that is not using the Border Raid or Struggle Clash Casus Bellis. The character you target needs: Is not at war with you. The AI weighs it. Reasons the AI weighs include You is heavily outnumbered (-75), Your Culture is different to the recipient's (-10), Your Faith is different to the recipient's (-15) and 3 more. Patch 1.20.1.2, from game/common/character_interactions/03_fp2_interactions.txt.
Quick answers (2)
- What are the requirements for Bargain Fealty in CK3?
- You: Must be Primary Defender in a War that is not using the Border Raid or Struggle Clash Casus Bellis. The character you target: Is not at war with you. (patch 1.20.1.2)
- How do I get the AI to accept Bargain Fealty?
- The AI weighs it. Its reasons: You is heavily outnumbered -75, Your Culture is different to the recipient's -10, Your Faith is different to the recipient's -15, You is the recipient's De Jure Vassal +25, Your is of the recipient's Dynasty +25, Your Realm is too large -50, … Opinion of …, Greed and Boldness.
Will they accept?
The AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | +25 |
You is heavily outnumberedwhen
| -75 |
Your Culture is different to the recipient'swhen
| -10 |
Your Faith is different to the recipient'swhen
| -15 |
You is the recipient's De Jure Vassalwhen
| +25 |
Your is of the recipient's Dynastywhen
| +25 |
Your Realm is too largewhen
| -50 |
| … Opinion of … | varies |
| Their personality (AI values: boldness 1) | varies |
| Their personality (AI values: greed 1) | varies |
Greedwhen
| varies |
Boldnesswhen
| varies |
Acceptance (ai_accept) (73 lines of game script)
base = 25
modifier = {
add = -75
exists = scope:target
scope:target = {
fp2_bargain_fealty_war_outnumbered_trigger = yes
}
desc = BF_AI_OUTNUMBERED_REASON
}
modifier = {
add = -10
scope:actor.culture != scope:recipient.culture
desc = BF_AI_DIFFERENT_CULTURE_REASON
}
modifier = {
add = -15
scope:actor.faith != scope:recipient.faith
desc = BF_AI_DIFFERENT_FAITH_REASON
}
modifier = {
add = 25
scope:recipient = {
exists = primary_title
}
scope:actor = {
any_held_title = {
target_is_de_jure_liege_or_above = scope:recipient.primary_title
}
}
desc = BF_AI_DE_JURE_REASON
}
modifier = {
add = 25
scope:actor.dynasty = scope:recipient.dynasty
desc = BF_AI_SAME_DYNASTY_REASON
}
modifier = {
add = -50
scope:actor.realm_size >= fp2_bargain_fealty_half_realm_size_value
desc = BF_AI_TOO_LARGE_REASON
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
desc = AI_OPINION_REASON
}
ai_value_modifier = {
ai_boldness = 1
max = 0
}
ai_value_modifier = {
ai_greed = 1
max = 0
}
modifier = {
add = {
value = ai_greed
multiply = 2
}
ai_greed >= 1
desc = AI_VALUE_MODIFIER_GREED
}
modifier = {
add = {
value = ai_boldness
multiply = 2
}
NOT = {
ai_boldness = 0
}
desc = AI_VALUE_MODIFIER_BOLDNESS
}As written in game/common/character_interactions/03_fp2_interactions.txt.
What happens
If they accept
If
a check the game hides
Then
- The target:
If
is_attacker = scope:actor
Then
add_attacker = scope:recipient
Otherwise
add_defender = scope:recipient
- You:
change_liege = { liege = scope:recipient change = scope:change }
- You: Stress and fulfillment impact: by trait: Arrogant +40, Craven +40
- The character you target: Stress and fulfillment impact: by trait: Greedy +40, Craven +40
- The target:
If
Then
- Your house:
add_unity_value = { … }
- Your house:
If they refuse
- Event char_interaction.0236
If
Then
- The target’s house:
add_unity_value = { … }
- The target’s house:
Events it fires: char_interaction.0236
• 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) (43 lines of game script)
is_available = is_at_war = yes
any_character_struggle = {
involvement = involved
struggle_can_access_unlocks_bargain_fealty_interaction_trigger = yes
}
trigger_if = {
limit = {
is_ai = yes
}
is_imprisoned = no
}
top_liege ?= this
is_shown = scope:actor = {
any_character_war = {
primary_defender ?= scope:actor
is_war_leader = scope:actor
}
trigger_if = {
limit = {
scope:recipient = {
is_landless_ruler = no
}
}
tier_difference = {
target = scope:recipient
value <= -1
}
}
trigger_else = {
tier_difference = {
target = scope:recipient
value <= -2
}
}
}
scope:recipient = {
NOT = {
this = scope:actor
}
primary_title ?= {
is_mercenary_company = no
}
}As written in game/common/character_interactions/03_fp2_interactions.txt.
Can be sent when (is_valid…) (31 lines of game script)
scope:actor = {
custom_tooltip = {
text = bargain_fealty_interaction_valid_tt
any_character_war = {
is_war_leader = scope:actor
primary_defender = scope:actor
NOT = {
using_cb = fp2_border_raid
}
NOT = {
using_cb = county_struggle_cb
}
}
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_bargain_fealty_interaction
}
}
scope:recipient = {
custom_tooltip = {
text = bargain_fealty_interaction_neighbor_tt
any_neighboring_and_across_water_top_liege_realm_owner = {
this = scope:actor
}
}
NOT = {
is_at_war_with = scope:actor
}
}
exists = scope:targetAs written in game/common/character_interactions/03_fp2_interactions.txt.
Effects (on_send, on_accept, on_decline) (68 lines of game script)
on_accept = if = {
limit = {
exists = scope:target
}
scope:target = {
hidden_effect = {
set_called_to = scope:recipient
}
if = {
limit = {
is_attacker = scope:actor
}
add_attacker = scope:recipient
}
else = {
add_defender = scope:recipient
}
}
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = change
}
scope:actor = {
change_liege = {
liege = scope:recipient
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
scope:actor = {
stress_and_fulfillment_impact = {
arrogant = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
scope:recipient = {
stress_and_fulfillment_impact = {
greedy = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
}
else = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = war_ended_before_response
left_icon = scope:recipient
}
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_gain
DESC = clan_unity_bargained_fealty.desc
REVERSE_NON_HOUSE_TARGET = no
}
on_decline = scope:actor = {
trigger_event = char_interaction.0236
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:recipient
TARGET = scope:actor
VALUE = minor_unity_loss
DESC = clan_unity_bargain_fealty_refusal.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/03_fp2_interactions.txt.
- Category
- Diplomatic actions
- Again on the same character
- after 5 years
- In the menu
- under More…
- ID
bargain_fealty_interaction
Source: game/common/character_interactions/03_fp2_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.