Interaction · Uncategorized actions
Feudalize Holding
Destroy all Buildings in this Holding and change its Holding Type
What you need
You
To send it
To see it in the menu
- Your government is not a Tribal-type Government
- Your government does not have the government is in steppe flag
Which title you can pick
- The target:
holder = scope:actor- Not: Barony is capital
- If title tier at most County › Their province:
One of these
has_holding_type = tribal_holdingor
has_holding_type = nomad_holdingor
has_holding_type = herder_holding
Feudalize Holding is an uncategorized character interaction in Crusader Kings III. Accepted automatically. It costs Treasury or Gold (varies). Patch 1.20.1.2, from game/common/character_interactions/00_tribal_interactions.txt.
Quick answers (2)
- Will the AI accept Feudalize Holding?
- Yes: it is accepted automatically.
- How much does Feudalize Holding cost?
- Treasury or Gold (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The target’s title province:
- Their county:
- If the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
- Else, if the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
If
prev:One of these
has_holding_type = nomad_holdingor
has_holding_type = herder_holding
- Does not have “was razed” (a variable the game's script sets)
culture != holder.culture
Then
If
- Their culture:
has_same_culture_heritage = prev.holder.culture
Then
- The county gains the modifier “Nomadic Land” for 5 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
Otherwise
- The county gains the modifier “Nomadic Land” for 30 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
- Their culture:
- One random county situation:
- Where:
situation_type = silk_road_situationsituation_has_catalyst = catalyst_silk_road_mpo_region_resettled
- Counts toward the situation's next phase: “Steppe Resettlement”
- Where:
If
holder != scope:actor
Then
- Their holder: Opinion: Grateful (+30)
set_holding_type = castle_holding
- Their county:
• 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) (7 lines of game script)
is_available = NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_in_steppe
}
is_shown = scope:actor = {
this = scope:recipient
}As written in game/common/character_interactions/00_tribal_interactions.txt.
Effects (on_send, on_accept, on_decline) (11 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_holding_interaction_notification
right_icon = scope:actor
scope:target.title_province ?= {
holding_pre_feudalize_effect = yes
set_holding_type = castle_holding
}
}
}As written in game/common/character_interactions/00_tribal_interactions.txt.
- Category
- Uncategorized actions
- Cost: Treasury or Gold
- varies
- In the menu
- no (opened from elsewhere)
- ID
feudalize_holding_interaction
Source: game/common/character_interactions/00_tribal_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.