CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

negotiate_settlement_interaction_effect

negotiate_settlement_interaction_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 1718 (124 lines). No parameters.

negotiate_settlement_interaction_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1718 of its file. It takes no parameters: negotiate_settlement_interaction_effect = yes. The game's script calls it in 4 places, among them Negotiate Settlement (interaction), laamp_join_faction_contract (contract) and ...And Your Enemies Closer (event ep3_laamps.0300). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • ep3_become_landed_save_liege_effect = { TITLE_GIVER = scope:actor ALWAYS_INDEPENDENT = no TITLE_LIST = offered_titles }
  • scope:recipient:
    • Every character war:
      • Where:
        • One of these

          • primary_attacker = scope:recipient
          • or

            primary_defender = scope:recipient
      • end_war = white_peace
    • Every character war:
      • Where:
        • NOT = { primary_attacker = scope:recipient }
        • NOT = { primary_defender = scope:recipient }
        • Any war defender:
          • One of these

            • this = scope:actor
            • or

              this.top_liege = scope:actor.top_liege
      • remove_participant = scope:recipient
  • ep3_become_landed_transfer_effect = { … }
  • scope:actor:
    • add_legitimacy_effect = { LEGITIMACY = scope:negotiate_settlement_legitimacy_cost }
    • Stress and fulfillment impact: by trait: Greedy +20, Vengeful +20
  • create_landed_ruler_message_effect = { … }

• 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)
negotiate_settlement_interaction_effect = {
	# scope:actor = offerer
	# scope:recipient = adventurer
	# offered_titles = titles

	hidden_effect = {
		scope:recipient = {
			if = {
				limit = {
					NOT = { has_trait = adventurer }
				}
				add_trait = adventurer
			}
			every_courtier = {
				set_variable = {
					name = former_camp_leader
					value = scope:recipient
				}
				add_trait = adventurer_follower
			}
		}
	}

	# Determine hierarchy
	ep3_become_landed_save_liege_effect = {
		TITLE_GIVER = scope:actor
		ALWAYS_INDEPENDENT = no
		TITLE_LIST = offered_titles
	}
	# Negotiate settlement specific
	scope:recipient = {
		# End relevant wars
		every_character_war = {
			limit = {
				OR = {
					primary_attacker = scope:recipient
					primary_defender = scope:recipient
				}
			}
			end_war = white_peace
		}
		# Remove from relevant wars
		every_character_war = {
			limit = {
				NOR = {
					primary_attacker = scope:recipient
					primary_defender = scope:recipient
				}
				any_war_defender = {
					OR = {
						this = scope:actor
						this.top_liege = scope:actor.top_liege
					}
				}
			}
			remove_participant = scope:recipient
		}
	}
	# Resolve title, liege, government changes
	ep3_become_landed_transfer_effect = {
		TITLE_RECEIVER = scope:recipient
		TITLE_LIST = offered_titles
		TYPE = granted
		REASON = flag:negotiated
		ENNOBLED_ADVENTURER = flag:yes
	}
	# Effects on land giver
	scope:actor = {
		if = {
			limit = { 
				NOT = { exists = scope:negotiate_settlement_legitimacy_cost }
			}
			save_scope_value_as = {
				name = negotiate_settlement_legitimacy_cost
				value = {
					value = 0
					every_in_list = {
						list = offered_titles
						if = {
							limit = { tier = tier_county }
							add = -25
						}
						else = { add = -50 }
					}
					multiply = scope:actor.highest_held_title_tier
				}
			}
		}
		add_legitimacy_effect = { LEGITIMACY = scope:negotiate_settlement_legitimacy_cost }
		stress_and_fulfillment_impact = {
			greedy = minor_stress_impact_gain
			vengeful = minor_stress_impact_gain
		}
	}
	# Messages for nearby players
	create_landed_ruler_message_effect = {
		LANDED = scope:recipient
		FLAVOR_CHAR = scope:actor
		FLAVOR_TITLE = scope:new_primary_title
		REASON = flag:negotiated
	}
	# And, just in case it's failed, make sure that we've vassalised our new friend.
	hidden_effect = {
		if = {
			limit = {
				scope:recipient = {
					highest_held_title_tier < scope:actor.highest_held_title_tier
					top_liege = this
				}
			}
			create_title_and_vassal_change = {
				type = swear_fealty
				save_scope_as = change
			}
			scope:recipient = {
				change_liege = {
					liege = scope:actor
					change = scope:change
				}
			}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

The first 120 of its 124 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 1718.

Where it is used

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

Character interactions (1)

Task contracts (1)

  • laamp_join_faction_contract

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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