Interaction · Vassal actions
Transfer County
Transfer a County to a Governor
What you need
You
To see it in the menu
- Highest held Title is at least Empire Rank
- Is an Independent Ruler
- you has administrative government mechanic
The character you target
To send it
To see it in the menu
- Is a vassal (or below) of you
- Highest held Title is at least Duchy Rank
- Is a Governor
- they has administrative government mechanic
- … is the Ceremonial Monarch
Transfer County is a vassal character interaction in Crusader Kings III. You need: Is at not War and You have no valid County to assign. The character you target needs: Is an Adult, Is at not War, Already under negotiation to become someone's Ward and 1 more. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (2)
- What are the requirements for Transfer County in CK3?
- You: Is at not War and You have no valid County to assign. The character you target: Is an Adult, Is at not War, Already under negotiation to become someone's Ward and Already under negotiation to become someone's Guardian. (patch 1.20.1.2)
- Will the AI accept Transfer County?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
Then
Otherwise
- If … gains any higher-Tier Titles, you will lose Holy Order Patronage of a local Holy Order
If
- You: Was promised title is scope:recipient
Then
If
scope:landed_title = scope:recipient.var:promised_title
Then
- You: Event vassal.2910 (after 7–14 days)
- The character you target › If a faction member:
add_joined_faction_discontent = grant_title_opinion_sum_discontent_calc- The Faction … belongs to loses some Discontent
- … gains … Opinion of … for 50 years (Received County)
If
- The character you target:
One of these
All of these
exists = dynasty- Is not of the same dynasty as you
or
All of these
exists = scope:target.var:stele_containerexists = scope:target.var:stele_scope_typescope:target.var:stele_scope_type = flag:characterthis = scope:target.var:stele_container
Then
- The runestone in … will be destroyed since … isn't of … Dynasty!
Else if
- The target: The county has the modifier “Runestone”
NOT = { scope:recipient.dynasty = var:ancestor_to_bury.dynasty }
Then
- The runestone in … will be destroyed since … isn't of … Dynasty!
- The character you target:
If
- The target: The county has the modifier “Ancestral Khachkar”
NOT = { scope:recipient.dynasty = scope:target.var:pam_khachkar_ancestor.dynasty }
Then
- The Khachkar in … will be destroyed since … isn't of your Dynasty!
If
- Your dynasty: The Dynasty has the Shared Ideas Legacy
- The character you target:
Not all of these
- Their culture is the same as that of actor
- Any in list:
Then
- You:
- Every in list: Gains the … Title (recipient)
When it is accepted automatically
- The character you target: Event char_interaction.0111
Events it fires: vassal.2910, bp1_yearly.8070, char_interaction.0111
• 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) (11 lines of game script)
is_available = highest_held_title_tier >= tier_empire
top_liege ?= this
government_has_mechanic = administrative
is_shown = scope:actor != scope:recipient
scope:recipient = {
target_is_liege_or_above = scope:actor
highest_held_title_tier >= tier_duchy
is_governor = yes
government_has_mechanic = administrative
tgp_is_ceremonial_liege_trigger = no
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (21 lines of game script)
scope:actor = {
is_at_war = no
}
scope:recipient = {
is_adult = yes
is_at_war = no
bp2_valid_for_standard_interactions_trigger = yes
}
custom_tooltip = {
text = have_no_valid_county_to_assign_trigger
scope:actor = {
any_held_title = {
count >= 1
title_tier = county
this != scope:actor.primary_title.title_capital_county
duchy ?= {
this != scope:actor.primary_title.title_capital_county.duchy
}
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (249 lines of game script)
on_accept = if = {
limit = {
scope:recipient = {
highest_held_title_tier >= tier_duchy
}
scope:actor = {
any_patroned_holy_order = {
leader.capital_county ?= {
save_temporary_scope_as = ho_capital_temp
this = scope:target
}
}
}
}
if = {
limit = {
scope:recipient = {
highest_held_title_tier >= tier_duchy
}
}
custom_tooltip = holy_order_control_loss_warning_tt
}
else = {
custom_tooltip = potential_holy_order_control_loss_warning_tt
}
}
hidden_effect = {
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = received_title_county
}
}
scope:target = {
add_to_temporary_list = titles_to_grant
}
}
if = {
limit = {
scope:actor = {
exists = var:was_promised_title
var:was_promised_title = scope:recipient
}
}
if = {
limit = {
scope:recipient = {
exists = var:promised_title
}
scope:landed_title = scope:recipient.var:promised_title
}
scope:actor = {
trigger_event = {
id = vassal.2910
days = { 7 14 }
}
}
}
}
scope:recipient = {
if = {
limit = {
is_a_faction_member = yes
}
add_joined_faction_discontent = grant_title_opinion_sum_discontent_calc
custom_tooltip = grant_title_modifier_stack_discontent
}
}
custom_tooltip = grant_title_modifier_stack_counties
if = {
limit = {
any_in_list = {
list = titles_to_grant
any_claimant = {
grant_title_rivalry_trigger = yes
}
}
}
hidden_effect = {
random = {
chance = 25
ordered_in_list = {
list = titles_to_grant
limit = {
any_claimant = {
grant_title_rivalry_trigger = yes
}
}
order_by = tier
save_scope_as = claim_title
ordered_claimant = {
limit = {
grant_title_rivalry_trigger = yes
}
order_by = primary_title.tier
save_scope_as = claim_vassal
if = {
limit = {
scope:recipient = {
is_lowborn = yes
}
}
scope:recipient = {
save_scope_as = lowborn_scope
}
}
else_if = {
limit = {
scope:recipient = {
has_claim_on = scope:claim_title
}
}
scope:recipient = {
save_scope_as = claimant_scope
}
}
scope:actor = {
trigger_event = {
id = bp1_yearly.8070
days = 5
}
}
}
}
}
}
}
scope:actor = {
if = {
limit = {
has_fp1_dlc_trigger = yes
fp1_remove_stele_new_holder_trigger = {
TITLE = scope:target
PREVIOUS_HOLDER = scope:actor
NEW_HOLDER = scope:recipient
}
}
custom_tooltip = runestone_grant_title_warning
}
else_if = {
limit = {
scope:target = {
exists = var:ancestor_to_bury
has_county_modifier = county_raised_runestone_modifier
}
NOT = {
scope:recipient.dynasty = var:ancestor_to_bury.dynasty
}
}
custom_tooltip = runestone_grant_title_warning
}
if = {
limit = {
has_pam_dlc_trigger = yes
scope:target = {
exists = var:pam_khachkar_ancestor
has_county_modifier = pam_khachkar_ancestral_county
}
NOT = {
scope:recipient.dynasty = scope:target.var:pam_khachkar_ancestor.dynasty
}
}
custom_tooltip = pam_khachkar_grant_title_warning
}
if = {
limit = {
exists = scope:actor.dynasty
scope:actor.dynasty = {
has_dynasty_perk = ep1_culture_legacy_3
}
scope:recipient = {
is_playable_character = no
culture != scope:actor.culture
any_in_list = {
list = target_titles
OR = {
tier = tier_county
tier = tier_barony
}
culture = scope:recipient.culture
}
}
}
scope:actor = {
if = {
limit = {
can_add_hook = {
target = scope:recipient
type = favor_hook
}
}
add_hook = {
type = favor_hook
target = scope:recipient
}
}
}
}
hidden_effect = {
scope:target = {
save_scope_as = loc_title
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = transfer_county_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
custom_tooltip = grant_titles_interaction_notification_effect_2
if = {
limit = {
exists = dynasty
is_diff_faith_or_culture_trigger = {
CHAR = scope:recipient
STATUS = involved
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_grant_titles_diff_faith_culture_gives_prestige
}
}
dynasty = {
add_dynasty_prestige = minor_dynasty_prestige_gain
}
}
}
}
}
}
hidden_effect = {
if = {
limit = {
scope:actor = {
is_diff_faith_or_culture_trigger = {
CHAR = scope:recipient
STATUS = involved
}
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_grant_privilege_to_diff_faith_culture_vassal
CHAR = scope:recipient
}
}
}
}
scope:actor = {
every
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Vassal actions
- In the menu
- under More…
- ID
transfer_county_interaction
Source: game/common/character_interactions/06_ep3_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.