CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

add_truce_attacker_victory_effect

add_truce_attacker_victory_effect = yes

game/common/scripted_effects/00_war_effects.txt, line 1857 (144 lines). No parameters.

add_truce_attacker_victory_effect is a scripted effect in Crusader Kings III, written at line 1857 of its file. It takes no parameters: add_truce_attacker_victory_effect = yes. The game's script calls it in 102 places, among them …-… Bloc Supremacy War (casus belli), …… Ancestral Claim on … (casus belli) and ……-… Vassalization War (Dynastic Cycle) (casus belli). Its body carries 6 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_war_effects.txt.

The comment above it in the file

TRUCES
Add attacker truce on victory

What it does

  • scope:attacker:
    • If

      • Any vassal:
        • vassal_stance = glory_hound

      Then

    • If

      • Any vassal:
        • vassal_stance = zealot
      • scope:defender:
        • Their faith is the same as that of attacker
        • Government is a Theocratic-type Government

      Then

      • All of … Zealot Vassals (…) Lose 10 Opinion of … for 10 years (Disapproves of Offensive Victory)
    • If

      • Government is Clan
      • Their house: House unity is antagonistic
      • Any vassal:
        • house ?= scope:attacker.house

      Then

  • scope:defender:
    • If

      • Any vassal:
        • vassal_stance = glory_hound

      Then

    • If

      • Any vassal:
        • vassal_stance = zealot
      • scope:attacker:
        • Their faith is the same as that of defender
        • Government is a Theocratic-type Government

      Then

      • All of … Zealot Vassals (…) gain 10 Opinion of … for 10 years (Approves of Defensive War)
    • If

      • Government is Clan
      • Their house: House unity is antagonistic
      • Any vassal:
        • house ?= scope:defender.house

      Then

  • scope:attacker.house:
  • bp2_hostage_war_end_tooltip_effect = yes

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (120 lines of game script)
add_truce_attacker_victory_effect = {
	scope:attacker = { # Vassal Stance opinion effect
		if = {
			limit = {
				any_vassal = {
					vassal_stance = glory_hound
				}
			}
			custom_tooltip = glory_hound_approves_war_victory
			hidden_effect = {
				every_vassal = {
					vassal_stance = glory_hound
					add_opinion = {
						target = scope:attacker
						modifier = glory_hound_approves_war_victory_opinion
					}
				}
			}
		}
		if = {
			limit = {
				any_vassal = {
					vassal_stance = zealot
				}
				scope:defender = {
					faith = scope:attacker.faith
					government_has_flag = government_is_theocracy
				}
			}
			custom_tooltip = zealot_disapproves_war_victory
			hidden_effect = {
				every_vassal = {
					vassal_stance = zealot
					add_opinion = {
						target = scope:attacker
						modifier = zealot_disapproves_war_victory_opinion
					}
				}
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_clan
				house ?= { has_house_unity_stage = antagonistic }
				any_vassal = {
					house ?= scope:attacker.house
				}
			}
			custom_tooltip = antagonistic_house_approves_war_victory
			hidden_effect = {
				every_vassal = {
					limit = {
						house ?= scope:attacker.house
					}
					add_opinion = {
						target = scope:attacker
						modifier = antagonistic_house_approves_war_victory_opinion
					}
				}
			}
		}
	}
	scope:defender ?= { # Vassal Stance opinion effect
		if = {
			limit = {
				any_vassal = {
					vassal_stance = glory_hound
				}
			}
			custom_tooltip = glory_hound_disapproves_war_defeat_defender
			hidden_effect = {
				every_vassal = {
					vassal_stance = glory_hound
					add_opinion = {
						target = scope:defender
						modifier = glory_hound_disapproves_war_defeat_opinion
					}
				}
			}
		}
		if = {
			limit = {
				any_vassal = {
					vassal_stance = zealot
				}
				scope:attacker = {
					faith = scope:defender.faith
					government_has_flag = government_is_theocracy
				}
			}
			custom_tooltip = zealot_approves_war_victory_defender
			hidden_effect = {
				every_vassal = {
					vassal_stance = zealot
					add_opinion = {
						target = scope:defender
						modifier = zealot_approves_war_victory_defender_opinion
					}
				}
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_clan
				house ?= { has_house_unity_stage = antagonistic }
				any_vassal = {
					house ?= scope:defender.house
				}
			}
			custom_tooltip = antagonistic_house_disapproves_war_defeat_defender
			hidden_effect = {
				every_vassal = {
					limit = {
						house ?= scope:defender.house
					}
					add_opinion = {
						target = scope:defender
						modifier = antagonistic_house_disapproves_war_defeat_opinion
					}
				}

As written in game/common/scripted_effects/00_war_effects.txt.

The first 120 of its 144 lines; the rest is in game/common/scripted_effects/00_war_effects.txt from line 1857.

Where it is used

Every place in common/, events/ and history/ that calls add_truce_attacker_victory_effect.

Casus belli (102)

96 more

Source: game/common/scripted_effects/00_war_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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