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

Force to Join Faction

No costAccepted automatically

Use a Hook on the recipient to force them to join your current Faction

What you need

You

To send it

  • If you has administrative government mechanic: You do not have an available Strong Hook or enough Influence and Opinion to make … join
  • Otherwise:
    • has_strong_usable_hook = scope:recipient
  • Is not at war with the target

To see it in the menu

  • Is a faction member
  • If played by the AI:
  • liege ?= scope:recipient.liege
  • NOT = { joined_faction ?= scope:recipient.joined_faction }
  • NOT = { scope:recipient = scope:actor.liege }

The character you target

  • If a faction member:
    • joined_faction.faction_leader ?= { is_ai = yes }
  • is_forced_into_faction = no
  • can_join_faction = scope:actor.joined_faction

Force to Join Faction is a vassal character interaction in Crusader Kings III. You need: Is not at war with the target. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_faction_interactions.txt.

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Quick answers (2)
What are the requirements for Force to Join Faction in CK3?
You: Is not at war with the target. (patch 1.20.1.2)
Will the AI accept Force to Join Faction?
Yes: it is accepted automatically.

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

Effects

  • If

    Then

    • Use a Hook on the target

    Else if

    • The option “influence” is chosen

    Then

    • change_influence = { value = monumental_influence_value multiply = -2 }
  • The character you target:
    • join_faction_forced = { faction = scope:actor.joined_faction forced_by = scope:actor years = 10 }
  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

Options when sending

  • Use a Hook
  • Use Influence

• 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) (15 lines of game script)
is_available = is_a_faction_member = yes
trigger_if = {
	limit = {
		is_ai = yes
	}
	top_liege != this
	is_forced_into_faction = no
}
is_shown = scope:actor = {
	liege ?= scope:recipient.liege
	NOR = {
		joined_faction ?= scope:recipient.joined_faction
		scope:recipient = scope:actor.liege
	}
}

As written in game/common/character_interactions/00_faction_interactions.txt.

Can be sent when (is_valid…) (60 lines of game script)
scope:actor = {
	trigger_if = {
		limit = {
			government_has_mechanic = administrative
		}
		custom_tooltip = {
			text = force_join_faction_admin_requirement_desc
			OR = {
				has_strong_usable_hook = scope:recipient
				AND = {
					influence >= {
						value = scope:actor.monumental_influence_value
						multiply = 2
					}
					scope:recipient ?= {
						NOT = {
							opinion = {
								target = scope:actor
								value <= -50
							}
						}
						NOT = {
							opinion = {
								target = scope:recipient.liege
								value >= 50
							}
						}
					}
				}
			}
		}
	}
	trigger_else = {
		has_strong_usable_hook = scope:recipient
	}
	NOT = {
		is_at_war_with = scope:recipient
	}
}
scope:recipient = {
	trigger_if = {
		limit = {
			is_a_faction_member = yes
		}
		joined_faction.faction_leader ?= {
			is_ai = yes
		}
	}
	is_forced_into_faction = no
	can_join_faction = scope:actor.joined_faction
}
custom_description = {
	text = barons_joining_independence_factions
	NAND = {
		scope:actor.joined_faction = {
			faction_is_type = independence_faction
		}
		scope:recipient.highest_held_title_tier = tier_barony
	}
}

As written in game/common/character_interactions/00_faction_interactions.txt.

Effects (on_send, on_accept, on_decline) (36 lines of game script)
on_accept = scope:actor = {
	send_interface_message = {
		type = event_faction_neutral
		title = force_join_faction_interaction_notification
		right_icon = scope:recipient
		if = {
			limit = {
				scope:hook = yes
			}
			use_hook = scope:recipient
		}
		else_if = {
			limit = {
				scope:influence = yes
			}
			change_influence = {
				value = monumental_influence_value
				multiply = -2
			}
		}
		scope:recipient = {
			join_faction_forced = {
				faction = scope:actor.joined_faction
				forced_by = scope:actor
				years = 10
			}
		}
	}
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:actor
	TARGET = scope:recipient
	VALUE = medium_unity_loss
	DESC = clan_unity_forced_faction_joinage.desc
	REVERSE_NON_HOUSE_TARGET = no
}

As written in game/common/character_interactions/00_faction_interactions.txt.

Category
Vassal actions
In the menu
under More…
ID
force_join_faction_interaction

Source: game/common/character_interactions/00_faction_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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