CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diplomatic actions

Demand Pastureland

No costAccepted automatically in some cases; otherwise the AI weighs it

Demand the land of a neighboring Herder

What you need

You

To send it

  • Is an Adult
  • You have 75
  • If landed: Not bordering your Realm
  • Otherwise:
  • The target:
    • is_landless_type_title = no
  • Also needed: not imprisoned

To see it in the menu

  • If played by the AI:
    • primary_title.tier >= tier_county
    • domain_size < domain_limit

The character you target

To send it

To see it in the menu

  • Government is unplayable

Which title you can pick

Demand Pastureland is a diplomatic character interaction in Crusader Kings III. You need: Is an Adult, Is not imprisoned and You have 75. The character you target needs: Migration Target. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include You are an Adventurer (-50) and I have a Suzerain (-25). Patch 1.20.1.2, from game/common/character_interactions/09_mpo_interactions.txt.

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Quick answers (2)
What are the requirements for Demand Pastureland in CK3?
You: Is an Adult, Is not imprisoned and You have 75. The character you target: Migration Target. (patch 1.20.1.2)
How do I get the AI to accept Demand Pastureland?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: You are an Adventurer -50, I have a Suzerain -25 and Your Military Power.

Will they accept?

Accepted automatically when:

  • Is landed

Otherwise the AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base0
You are an Adventurer
when
-50
I have a Suzerain
when
-25
Your Military Power
when
varies
Acceptance (ai_accept) (25 lines of game script)
base = 0
modifier = {
	scope:actor = {
		government_has_flag = government_is_landless_adventurer
	}
	add = -50
	desc = YOU_ARE_AN_ADVENTURER_REASON
}
modifier = {
	scope:recipient = {
		is_tributary = yes
	}
	add = -25
	desc = ADVENTURER_SUZERAIN_REASON
}
modifier = {
	scope:actor = {
		government_has_flag = government_is_landless_adventurer
	}
	add = {
		value = scope:actor.military_power
		divide = 100
	}
	desc = ADVENTURER_MILITARY_POWER_REASON
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

What happens

If they accept

  • The character you target:
    • If

      • Is a Tributary
      • Is not a tributary of you

      Then

      • suzerain = { … }
  • The character you target › Their capital county:
    • change_county_control = -25
  • Gain -75 Prestige
  • Event char_interaction.0199
  • If your Government is Adventurer:
    • You:
      • If

        • character:90028 ?= this

        Then

    • You › Otherwise › The new primary title:
      • change_title_holder_include_vassals = { holder = scope:actor change = scope:title_change take_baronies = no }
    • If

      • NOT = { scope:ascended_throne_value = flag:purchased }

      Then

      • The new primary title › Every de jure county:
        • Where:
          • If

            a check the game hides

            Then

            • holder.top_liege ?= scope:defender.top_liege
          • If

            a check the game hides

            Then

            • holder.top_liege ?= scope:new_liege.top_liege
        • change_title_holder_include_vassals = { holder = scope:actor change = scope:title_change take_baronies = no }
    • Every in list:
      • Only some of them (the filter is in the script below)
      • change_title_holder_include_vassals = { holder = scope:actor change = scope:title_change take_baronies = no }

When it is accepted automatically

Options when sending

  • Use a Hook

Events it fires: char_interaction.0199, char_interaction.0200

• 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) (10 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	primary_title.tier >= tier_county
	domain_size < domain_limit
}
is_shown = scope:recipient = {
	government_has_flag = government_is_herder
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Can be sent when (is_valid…) (41 lines of game script)
scope:actor = {
	is_adult = yes
	is_imprisoned = no
	prestige >= minor_prestige_value
	trigger_if = {
		limit = {
			is_landed = yes
		}
		custom_tooltip = {
			text = mpo_retrieve_land_from_herder_interaction_neighbour_tt
			any_sub_realm_county = {
				any_neighboring_county = {
					holder = scope:recipient
				}
			}
		}
	}
	trigger_else = {
		government_has_flag = government_is_landless_adventurer
		domicile.domicile_location.county.holder ?= scope:recipient
	}
}
scope:recipient = {
	custom_tooltip = {
		text = mpo_retrieve_land_from_herder_independent_tt
		OR = {
			AND = {
				is_independent_ruler = yes
				is_tributary = no
			}
			is_tributary_of_suzerain_or_above = scope:actor
			is_vassal_of = scope:actor
		}
	}
	custom_tooltip = {
		text = mpo_retrieve_land_migration_tt
		capital_county = {
			is_migration_target = no
		}
	}
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Effects (on_send, on_accept, on_decline) (56 lines of game script)
on_accept = scope:recipient = {
	if = {
		limit = {
			is_tributary = yes
			NOT = {
				is_tributary_of = scope:actor
			}
		}
		suzerain = {
			add_opinion = {
				target = scope:actor
				modifier = upset_opinion
				opinion = -25
			}
		}
	}
}
save_scope_value_as = {
	name = revoke_title_interaction
	value = yes
}
scope:recipient = {
	capital_county = {
		change_county_control = -25
	}
}
scope:actor = {
	add_prestige = minor_prestige_loss
	trigger_event = char_interaction.0199
}
scope:actor = {
	if = {
		limit = {
			has_character_flag = flag_hostile_actions_disabled_delay
		}
		remove_character_flag = flag_hostile_actions_disabled_delay
	}
	if = {
		limit = {
			government_has_flag = government_is_landless_adventurer
		}
		demand_pastureland_adventurer_interaction_effect = yes
	}
	else = {
		revoke_title_interaction_effect = yes
	}
	if = {
		limit = {
			scope:hook = yes
		}
		use_hook = scope:recipient
	}
}
on_auto_accept = scope:recipient = {
	trigger_event = char_interaction.0200
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Category
Diplomatic actions
In the menu
main list
ID
mpo_retrieve_land_from_herder_interaction

Source: game/common/character_interactions/09_mpo_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.

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