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

Negotiate Settlement

No costRoads to PowerThe AI weighs it

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

    Then

    • Exiled
  • If

    • scope:recipient = character:90028

    Then

    • Owns a story
  • If

    • scope:recipient = character:41702

    Then

    • Owns a story
  • If

    Then

    • scope:target.tier = tier_duchy

    Otherwise

    • The target:
      • Title tier at least County
      • Title tier at most Duchy

To see it in the menu

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

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 }
      • One of these

        • All of these

          • Has the Modifier: Lust for Land
          • Ai greed at least 25
          • Ai boldness at least 25
          • Ai rationality at most -25
        • or

          All of these

        • 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.

for a guide, post or blog
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.

ReasonAmount
Base0
… Opinion of …varies
Their personality (AI values: boldness -0.25, energy -0.25, greed 0.25)varies
Claims on or below the target
when
  • One of these

    • The character you target:
      • has_claim_on = scope:target
    • or

      If

      • scope:target.tier = tier_duchy

      Then

      • The target › Any de jure county:
        • All of these

          • One of these

            • holder = scope:actor
            • or

              If

              • You: they has administrative government mechanic

              Then

              • Their holder: Is a vassal (or below) of you
          • NOT = { holder.capital_county ?= this }
          • NOT = { holder.primary_title ?= this }
        • The character you target:
          • has_claim_on = scope:county_temp

      Otherwise

      • Never
varies
Legitimists
when
-300
Title Rank lower than War target
when
  • The character you target › Any character war:
    • Has the target as the war's attacker
    • Has you as the war's defender
    • casus_belli = { … }
varies
Wars targeting the target or below
when
  • The character you target › Any character war:
    • Has the target as the war's attacker
    • casus_belli = { … }
varies
Number and Tier of purchased Titlesvaries
Development and Buildings of the targetvaries
A scripted reason
when
  • If

    • scope:target.tier = tier_county

    Then

    • The target’s culture is not the target’s

    Otherwise

    • The target › Any de jure county:
      • One of these

        • holder = scope:actor
        • or

          If

          • You: they has administrative government mechanic

          Then

          • Their holder: Is a vassal (or below) of you
      • NOT = { holder.capital_county ?= this }
      • NOT = { holder.primary_title ?= this }
      • Their culture is the same as that of recipient
-10
The target is not my Faith (…)
when
  • If

    • scope:target.tier = tier_county

    Then

    • The target’s faith is not the target’s

    Otherwise

    • The target › Any de jure county:
      • One of these

        • holder = scope:actor
        • or

          If

          • You: they has administrative government mechanic

          Then

          • Their holder: Is a vassal (or below) of you
      • NOT = { holder.capital_county ?= this }
      • NOT = { holder.primary_title ?= this }
      • Their faith is the same as that of recipient
varies
Losing War against you
when
  • The character you target › Any character war:
    • One of these

      • Has you as the war's attacker
      • or

        Has you as the war's defender
    • One of these

      • Has the target as the war's attacker
      • or

        Has the target as the war's defender
    • If

      • Has you as the war's attacker
      • Has the target as the war's defender

      Then

      • Defender war score at least 25

      Otherwise

      • Attacker war score at least 25
varies
Losing War against you
when
  • The character you target › Any character war:
    • One of these

      • Has you as the war's attacker
      • or

        Has you as the war's defender
    • One of these

      • Has the target as the war's attacker
      • or

        Has the target as the war's defender
    • If

      • Has you as the war's attacker
      • Has the target as the war's defender

      Then

      • Attacker war score at least 25

      Otherwise

      • Defender war score at least 25
varies
Military Strengthvaries
A scripted reason
when
  • Is played by the AI
  • NOT = { scope:target.tier >= tier_duchy }
  • The character you target:
    • Current military strength at least 1000
    • NOT = { global_variable_list_size = { name = laamps_tally value >= too_many_laamps_value } }
    • None of these

      • All of these

        • Has the Modifier: Lust for Land
        • Ai greed at least 25
        • Ai boldness at least 25
        • Ai rationality at most -25
      • All of these

      • global_variable_list_size = { name = laamps_tally value >= too_many_laamps_value }
-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
      • 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
    • The character you target:
      • If

        • character:90028 ?= this

        Then

    • 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 }
    • Every in list:
      • Where:
        • is_leased_out = no
        • If

          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 }

If they refuse

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:actor

As 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 = yes

As 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.

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