Interaction · Vassal actions
Move to Realm
As a landless Noble Family under a Liege with a different form of Government, you can move to other realms with your Government. Ask the recipient to become your Liege
What you need
You
To send it
- Is at not War
Also needed: not imprisoned
To see it in the menu
- Government allows: noble families
- Any held title: The … is a Noble Family Title
- Every held title: The … is a Noble Family Title
- If played by the AI: Is at not War
- Your top liege:
One of these
NOT = { has_same_government = scope:actor }or
All of these
- You: Your Government is Celestial
- Dynastic Cycle:
situation_current_phase = situation_dynastic_cycle_phase_chaos
The character you target
To send it
If
- Dynastic Cycle:
situation_current_phase = situation_dynastic_cycle_phase_chaos
- You: Your Government is Celestial
Then
- Has to be a participant in the Dynastic Cycle
- Dynastic Cycle:
Move to Realm is a vassal character interaction in Crusader Kings III. You need: Is not imprisoned and Is at not War. The AI weighs it. Reasons the AI weighs include They is your Rightful Liege (+25), They is your Rival (-10), They is your Nemesis (-50) and 7 more. Patch 1.20.1.2, from game/common/character_interactions/10_tgp_interactions.txt.
Quick answers (2)
- What are the requirements for Move to Realm in CK3?
- You: Is not imprisoned and Is at not War. (patch 1.20.1.2)
- How do I get the AI to accept Move to Realm?
- The AI weighs it. Its reasons: You are of a different Faith, They is your Rightful Liege +25, They is your Rival -10, They is your Nemesis -50, They belongs to your Dynasty +10, Cultural Acceptance -5, You speak the … Language +5, They is a Claimant to … -15, The recipient rules a Confederation and shares your Culture +100, You refused to be transferred to the recipient -75 and The recipient renounced suzerainty over you -200.
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 | +50 |
You are of a different Faithwhen
| varies |
They is your Rightful Liegewhen
| +25 |
They is your Rivalwhen
| -10 |
They is your Nemesiswhen
| -50 |
They belongs to your Dynastywhen
| +10 |
Cultural Acceptancewhen
| -5 |
You speak the … Languagewhen
| +5 |
They is a Claimant to …when
| -15 |
| Their personality (AI values: greed 0.75) | varies |
| Their opinion of you × 0.5 | varies |
The recipient rules a Confederation and shares your Culturewhen
| +100 |
| You refused to be transferred to the recipient | -75 |
| The recipient renounced suzerainty over you | -200 |
Acceptance (ai_accept) (152 lines of game script)
base = 50
modifier = {
desc = offer_vassalization_interaction_aibehavior_differentfaith_tt
trigger = {
scope:actor = {
NOR = {
faith = scope:recipient.faith
rite = {
rite_has_doctrine = doctrine_pluralism_pluralistic
}
}
}
}
add = {
value = -25
if = {
limit = {
scope:actor.faith = {
faith_hostility_level = {
target = scope:recipient.faith
value >= faith_hostile_level
}
}
}
add = -10
}
if = {
limit = {
scope:actor.faith = {
faith_hostility_level = {
target = scope:recipient.faith
value >= faith_evil_level
}
}
}
add = -25
}
}
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_rightfulvassaltitleholder_tt
trigger = {
scope:recipient = {
is_rightful_liege_of = scope:actor
}
}
add = 25
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_rival_tt
trigger = {
scope:recipient = {
has_relation_rival = scope:actor
NOT = {
has_relation_nemesis = scope:actor
}
}
}
add = -10
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_nemesis_tt
trigger = {
scope:recipient = {
has_relation_nemesis = scope:actor
}
}
add = -50
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_dynasty_tt
trigger = {
scope:recipient = {
dynasty = scope:actor.dynasty
}
}
add = 10
}
modifier = {
add = -5
desc = cultural_acceptance_interaction_reason
trigger = {
scope:actor = {
NOT = {
has_same_culture_as = scope:recipient
}
culture = {
cultural_acceptance = {
target = scope:recipient.culture
value < 50
}
}
}
}
}
modifier = {
add = 5
desc = speaks_same_language_interaction_reason
trigger = {
scope:actor = {
knows_language_of_culture = scope:recipient.culture
}
}
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_claimant_tt
trigger = {
scope:actor.primary_title = {
scope:recipient = {
has_claim_on = prev
}
}
}
add = -15
}
ai_value_modifier = {
ai_greed = 0.75
min = 0
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
}
modifier = {
add = 100
desc = CONFEDERATION_CULTURE_REASON
scope:recipient = {
is_confederation_member = yes
culture = {
this = scope:actor.culture
}
}
}
modifier = {
add = -75
desc = refused_transfer_reason
scope:actor = {
var:refused_transfer_target ?= {
this = scope:recipient
}
}
}
modifier = {
add = -200
desc = refused_transfer_liege_reason
scope:actor = {
var:refused_transfer_liege ?= {
this = scope:recipient
}
}
}As written in game/common/character_interactions/10_tgp_interactions.txt.
What happens
If they accept
- Event char_interaction.0010
- Your domicile:
move_domicile = scope:recipient.capital_province
If
- you has administrative government mechanic
- The character you target: Their government does not have the administrative mechanic
Then
- Adopts … Government
- Because … is not …, your Government will change from … to …
- The former liege:
- Opinion: Vassal Moved to Another Realm
- You:
change_liege = { liege = scope:recipient change = scope:change }- Stress and fulfillment impact: by trait: Ambitious +40, Arrogant +40
- You:
- If government is Feudal:
If
- The option “high obligations” is chosen
Then
- Vassal Contract starts with High Taxes
- Vassal Contract starts with High Levy Contribution
Else if
- The option “low obligations” is chosen
Then
- Vassal Contract starts with Low Taxes
- Vassal Contract starts with Low Levy Contribution
Else if
- The option “religious taxation” is chosen
Then
- Vassal Contract starts with High Taxes
- Vassal Contract starts with Normal Levy Contribution
If
- The target’s faith: Has a Doctrine or Tenet with Unlocks the Jizya Vassal Contract and Tax Decree
Then
- Vassal Contract starts with Enforced Jizya Status
Otherwise
- Vassal Contract starts with Religiously Protected
Otherwise
- Vassal Contract starts with Normal Taxes
- Vassal Contract starts with Normal Levy Contribution
- Else, if all of these hold:
- Conditions:
- Government is Clan
- The option “religious exemption clan” is chosen
- Then: Vassal Contract starts with Religiously Protected
- Conditions:
- If government is Feudal:
- The character you target:
If
has_imprisonment_reason = scope:actor
Then
consume_imprisonment_reasons = scope:actor
If
has_revoke_title_reason = scope:actor
Then
consume_revoke_title_reason = scope:actor
If
has_banish_reason = scope:actor
Then
consume_banish_reasons = scope:actor
If
has_execute_reason = scope:actor
Then
consume_execute_reasons = scope:actor
If they refuse
- Event char_interaction.0011
Events it fires: char_interaction.0010, char_interaction.0011
• 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) (38 lines of game script)
is_available = government_allows = noble_families
any_held_title = {
is_noble_family_title = yes
}
any_held_title = {
count = all
is_noble_family_title = yes
}
trigger_if = {
limit = {
is_ai = yes
}
is_at_war = no
}
is_shown = scope:actor = {
top_liege = {
this != scope:recipient
OR = {
NOT = {
has_same_government = scope:actor
}
AND = {
scope:actor = {
government_has_flag = government_is_celestial
}
situation:dynastic_cycle ?= {
situation_current_phase = situation_dynastic_cycle_phase_chaos
}
}
}
}
}
scope:recipient = {
has_same_government = scope:actor
this = top_liege
is_landed = yes
highest_held_title_tier >= scope:actor.highest_held_title_tier
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Can be sent when (is_valid…) (31 lines of game script)
scope:actor = {
is_imprisoned = no
is_at_war = no
}
scope:recipient = {
trigger_if = {
limit = {
situation:dynastic_cycle ?= {
situation_current_phase = situation_dynastic_cycle_phase_chaos
}
scope:actor = {
government_has_flag = government_is_celestial
}
}
custom_tooltip = {
text = is_part_of_dynastic_cycle
any_character_situation = {
situation_type = dynastic_cycle
}
}
}
trigger_else = {
custom_description = {
text = offer_fealty_neighboring_condition
subject = scope:recipient
any_neighboring_and_across_water_top_liege_realm_owner = {
this = scope:actor.top_liege
}
}
}
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Effects (on_send, on_accept, on_decline) (80 lines of game script)
on_accept = scope:actor.liege = {
save_scope_as = former_liege
}
hidden_effect = {
offer_fealty_interaction_effect = yes
}
scope:actor = {
trigger_event = char_interaction.0010
domicile = {
move_domicile = scope:recipient.capital_province
}
if = {
limit = {
government_has_mechanic = administrative
scope:recipient = {
NOT = {
government_has_mechanic = administrative
}
}
}
custom_tooltip = will_change_from_administrative_tt
custom_tooltip = will_lose_administrative_government_type_tt
}
if = {
limit = {
scope:recipient = {
is_confederation_member = yes
}
}
add_character_flag = {
flag = new_confederate
years = 3
}
}
}
scope:former_liege = {
send_interface_message = {
type = msg_liege_changed
title = actor_moved_to_other_realm_title
desc = actor_moved_to_other_realm_desc
left_icon = scope:former_liege
right_icon = scope:actor
add_opinion = {
target = scope:actor
modifier = actor_moved_to_other_realm
}
show_as_tooltip = {
offer_fealty_interaction_effect = yes
}
}
}
scope:recipient = {
if = {
limit = {
has_imprisonment_reason = scope:actor
}
consume_imprisonment_reasons = scope:actor
}
if = {
limit = {
has_revoke_title_reason = scope:actor
}
consume_revoke_title_reason = scope:actor
}
if = {
limit = {
has_banish_reason = scope:actor
}
consume_banish_reasons = scope:actor
}
if = {
limit = {
has_execute_reason = scope:actor
}
consume_execute_reasons = scope:actor
}
}
on_decline = scope:actor = {
trigger_event = char_interaction.0011
}As written in game/common/character_interactions/10_tgp_interactions.txt.
- Category
- Vassal actions
- In the menu
- main list
- ID
landless_admin_switch_non_admin_top_liege_interaction
Source: game/common/character_interactions/10_tgp_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.