Interaction · Diplomatic actions
Negotiate Settlement
Pacify the recipient by settling them as a Vassal within your Realm
What you need
You
To send it
- … must not be fighting any defensive Wars in which … is not on the opposing side
None of these
- You: Has the target as nemesis
If
scope:recipient = character:90028
Then
- Owns a story
If
scope:recipient = character:41702
Then
- Owns a story
The character you target
To send it
- … must be on the opposing side in a War where you are the primary defender, or currently camped with your Realm
- Does not have a Strong Hook on you
To see it in the menu
- Government is Adventurer
Which title you can pick
- Only Counties and Duchies may be purchased
- You cannot purchase a Ruler's Capital County
- You cannot purchase a Ruler's Primary Title
- … must hold or receive at least one county together with …
If
- You: Is played by the AI
- The character you target: Is played by the AI
scope:target.tier < tier_duchy
Then
- The character you target:
One of these
- Current military strength less than 1000
or
global_variable_list_size = { name = laamps_tally value >= too_many_laamps_value }
Negotiate Settlement is a diplomatic character interaction in Crusader Kings III. The character you target needs: Does not have a Strong Hook on you. The AI weighs it. Reasons the AI weighs include Legitimists (-300). It needs Roads to Power. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_laamp_interactions.txt.
Quick answers (2)
- What are the requirements for Negotiate Settlement in CK3?
- The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- How do I get the AI to accept Negotiate Settlement?
- The AI weighs it. Its reasons: … Opinion of …, Claims on or below the target, Legitimists -300, Title Rank lower than War target, Wars targeting the target or below, Number and Tier of purchased Titles, Development and Buildings of the target, The target is not my Faith (…), Losing War against you, Losing War against you and Military Strength.
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 | 0 |
| … Opinion of … | varies |
| Their personality (AI values: boldness -0.25, energy -0.25, greed 0.25) | varies |
Claims on or below the targetwhen
| varies |
Legitimistswhen
| -300 |
Title Rank lower than War targetwhen
| varies |
Wars targeting the target or belowwhen
| varies |
| Number and Tier of purchased Titles | varies |
| Development and Buildings of the target | varies |
A scripted reasonwhen
| -10 |
The target is not my Faith (…)when
| varies |
Losing War against youwhen
| varies |
Losing War against youwhen
| varies |
| Military Strength | varies |
A scripted reasonwhen
| -50,000 |
Acceptance (ai_accept) (283 lines of game script)
base = 0
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
desc = AI_OPINION_REASON
}
ai_value_modifier = {
ai_boldness = -0.25
ai_energy = -0.25
ai_greed = 0.25
}
modifier = {
add = {
value = 0
if = {
limit = {
scope:recipient = {
has_claim_on = scope:target
}
}
add = 25
}
if = {
limit = {
scope:target.tier = tier_duchy
}
scope:target = {
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
save_temporary_scope_as = claim_temp
scope:recipient = {
has_claim_on = scope:claim_temp
}
}
add = 25
}
}
}
}
desc = NEGOTIATE_SETTLEMENT_CLAIM_REASON
OR = {
scope:recipient = {
has_claim_on = scope:target
}
trigger_if = {
limit = {
scope:target.tier = tier_duchy
}
scope:target = {
any_de_jure_county = {
ep3_negotiate_settlement_valid_county_trigger = yes
save_temporary_scope_as = county_temp
scope:recipient = {
has_claim_on = scope:county_temp
}
}
}
}
trigger_else = {
always = no
}
}
}
modifier = {
add = -300
scope:recipient = {
has_realm_law = camp_purpose_legitimists
}
desc = NEGOTIATE_SETTLEMENT_LEGITIMIST_REASON
}
modifier = {
add = {
value = 0
scope:recipient = {
every_character_war = {
limit = {
primary_attacker = scope:recipient
primary_defender = scope:actor
casus_belli = {
any_target_title = {
tier > scope:target.tier
}
}
}
casus_belli = {
every_target_title = {
limit = {
tier > scope:target.tier
}
add = -25
}
}
}
}
}
desc = NEGOTIATE_SETTLEMENT_LOWER_THAN_WAR_TARGET_REASON
scope:recipient = {
any_character_war = {
primary_attacker = scope:recipient
primary_defender = scope:actor
casus_belli = {
any_target_title = {
tier > scope:target.tier
}
}
}
}
}
modifier = {
add = {
value = 0
scope:recipient = {
every_character_war = {
limit = {
primary_attacker = scope:recipient
casus_belli = {
any_target_title = {
OR = {
this = scope:target
de_jure_liege = scope:target
}
}
}
}
casus_belli = {
every_target_title = {
limit = {
OR = {
this = scope:target
de_jure_liege = scope:target
}
}
add = 25
}
}
}
}
}
desc = NEGOTIATE_SETTLEMENT_WAR_TARGET_REASON
scope:recipient = {
any_character_war = {
primary_attacker = scope:recipient
casus_belli = {
any_target_title = {
OR = {
this = scope:target
de_jure_liege = scope:target
}
}
}
}
}
}
modifier = {
add = {
value = 0
scope:target = {
if = {
limit = {
tier = tier_county
}
add = 25
}
else = {
add = 50
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
}
add = 25
}
}
}
}
desc = NEGOTIATE_SETTLEMENT_NUM_TITLES_REASON
}
modifier = {
add = {
value = 0
if = {
limit = {
scope:target.tier = tier_county
}
add = scope:target.development_level
scope:target = {
every_county_province = {
add = num_buildings
}
}
}
else = {
scope:target = {
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
}
add = development_level
every_county_province = {
add = num_buildings
}
}
}
}
}
desc = NEGOTIATE_SETTLEMENT_VALUE_REASON
}
modifier = {
add = -10
desc = NEGOTIATE_SETTLEMENT_FOREIGN_COUNTY_CULTURE_REASON
add = {
value = 0
if = {
limit = {
scope:target.tier = tier_county
}
add = -10
}
else = {
scope:target = {
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
culture != scope:recipient.culture
}
add = -10
}
}
}
min = -30
}
desc = NEGOTIATE_SETTLEMENT_FOREIGN_CULTURE_REASON
trigger_if = {
limit = {
scope:target.tier = tier_county
}
scope:target.culture != scope:recipient.culture
}
trigger_else = {
scope:target = {
any_de_jure_county = {
ep3_negotiate_settlement_valid_county_trigger = yes
culture != scope:recipient.culture
}
}
}
}
modifier = {
add = {
value = 0
if = {
limit = {
scope:target.tier = tier_county
}
add = -10
}
else = {
scope:target = {
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
faith != scope:recipient.faith
}
add = -10
}
}
}
min = -30
}
desc = NEGOTIATE_SETTLEMENT_DIFFERENT_FAITH_REASON
trigger_if = {
limit = {
scope:target.tier = tier_county
}
scope:target.faith != scope:recipient.faith
}
trigger_else = {
scope:target = {
any_de_jure_county = {
ep3_negotiate_settlement_valid_county_trigger = yes
faith != scope:rec
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
What happens
If they accept
- You:
- The character you target:
- Every character war:
- Where:
One of these
- Has the target as the war's attacker
or
Has the target as the war's defender
end_war = white_peace
- Where:
- Every character war:
- Where:
- Does not have the target as the war's attacker
- Does not have the target as the war's defender
- Any war defender:
One of these
- Is you
or
this.top_liege = scope:actor.top_liege
remove_participant = scope:recipient
- Where:
- Every character war:
- The character you target:
If
character:90028 ?= this
Then
- This will end your opposition to Normans and participation in the Harrying of the North!
- The character you target › Otherwise › The new primary title:
change_title_holder_include_vassals = { holder = scope:recipient 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:recipient change = scope:title_change take_baronies = no }
- Where:
- Every in list:
- Where:
is_leased_out = noIf
a check the game hides
Then
is_landless_type_title = no
change_title_holder_include_vassals = { holder = scope:recipient change = scope:title_change take_baronies = no }
- Where:
- The character you target:
If they refuse
- Event ep3_laamps.0302
Events it fires: ep3_laamps.0302
• 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) (23 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
OR = {
has_trait = generous
has_trait = craven
is_at_war = yes
}
OR = {
top_liege ?= this
highest_held_title_tier >= tier_kingdom
}
NOT = {
government_has_flag = government_is_nomadic
}
}
is_landed = yes
has_ep3_dlc_trigger = yes
is_shown = scope:recipient = {
government_has_flag = government_is_landless_adventurer
}
scope:recipient != scope:actorAs written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Can be sent when (is_valid…) (91 lines of game script)
scope:recipient = {
custom_tooltip = {
text = negotiate_settlement_target_tt
OR = {
any_character_war = {
is_attacker = scope:recipient
primary_defender = scope:actor
save_temporary_scope_as = war_temp
}
AND = {
exists = scope:recipient.capital_province
scope:recipient.capital_province.county.holder.top_liege = scope:actor.top_liege
}
}
}
}
custom_tooltip = {
text = negotiate_settlement_defensive_wars_tt
scope:actor = {
NOT = {
any_character_war = {
any_war_defender = {
this = scope:actor
}
NOT = {
any_war_attacker = {
this = scope:recipient
}
}
}
}
}
}
NOT = {
scope:actor = {
has_relation_nemesis = scope:recipient
}
}
trigger_if = {
limit = {
scope:target ?= {
tier = tier_barony
}
}
custom_description = {
text = negotiate_settlement_barony_tt
always = no
}
}
trigger_if = {
limit = {
scope:target ?= {
tier >= tier_kingdom
}
}
custom_description = {
text = negotiate_settlement_kingdom_tt
always = no
}
}
scope:actor = {
custom_description = {
text = negotiate_settlement_minimum_county_tt
any_held_county = {
count >= 2
}
}
}
scope:recipient = {
NOT = {
has_strong_hook = scope:actor
}
}
trigger_if = {
limit = {
scope:actor = {
top_liege != this
}
}
custom_tooltip = {
text = the_wake_1
NOT = {
is_laamp_exiled_from_province_trigger = {
PROVINCE = scope:actor.capital_province
LAAMP = scope:recipient
}
}
}
}
disable_interaction_for_hereward_trigger = yes
disable_interaction_for_hasan_trigger = yesAs written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Effects (on_send, on_accept, on_decline) (34 lines of game script)
on_send = debug_log = NEGOTIATE_SETTLEMENT
debug_log_scopes = yes
on_accept = scope:actor = {
save_scope_as = adventurer
}
scope:target = {
add_to_list = offered_titles
if = {
limit = {
tier = tier_duchy
}
every_de_jure_county = {
limit = {
ep3_negotiate_settlement_valid_county_trigger = yes
}
add_to_list = offered_titles
}
}
}
ordered_in_list = {
list = offered_titles
save_scope_as = new_primary_title
}
show_as_tooltip = {
scope:actor = {
negotiate_settlement_interaction_effect = yes
}
}
scope:actor = {
trigger_event = ep3_laamps.0300
}
on_decline = scope:actor = {
trigger_event = ep3_laamps.0302
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
- Category
- Diplomatic actions
- Again on the same character
- after 5 years
- DLC
- Roads to Power
- In the menu
- main list
- ID
negotiate_settlement_interaction
Source: game/common/character_interactions/06_ep3_laamp_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.