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

offer_vassalization_interaction_effect

offer_vassalization_interaction_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 2201 (97 lines). No parameters.

offer_vassalization_interaction_effect is a scripted effect in Crusader Kings III, written at line 2201 of its file. It takes no parameters: offer_vassalization_interaction_effect = yes. The game's script calls it in 2 places, among them Offer Vassalage (interaction) and char_interaction.0001 (event). Its body carries 10 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

• 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 (97 lines of game script)
offer_vassalization_interaction_effect = {
	create_title_and_vassal_change = {
		type = swear_fealty
		save_scope_as = change
	}
	scope:recipient = {
		change_liege = {
			liege = scope:puppet_or_actor
			change = scope:change
		}
		add_opinion = {
			modifier = became_vassal
			target = scope:puppet_or_actor
			opinion = 10
		}
	}
	resolve_title_and_vassal_change = scope:change

	# Special terms for feudal contracts
	scope:recipient = {
		if = {
			limit = {
				government_has_flag = government_is_feudal
			}
			if = {
				limit = { scope:high_obligations ?= yes }
				hidden_effect = {
					if = {
						limit = { top_liege != this } # To avoid errors during tooltip generation (prior to the contract being generated)
						vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 3 }
						vassal_contract_set_obligation_level = { type = feudal_government_levies level = 3 }
					}
				}
				custom_tooltip = high_obligations_taxes
				custom_tooltip = high_obligations_levies
			}
			else_if = {
				limit = { scope:low_obligations ?= yes }
				hidden_effect = {
					if = {
						limit = { top_liege != this } # To avoid errors during tooltip generation (prior to the contract being generated)
						vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 1 }
						vassal_contract_set_obligation_level = { type = feudal_government_levies level = 1 }
					}
				}
				custom_tooltip = low_obligations_taxes
				custom_tooltip = low_obligations_levies
			}
			else_if = {
				limit = { scope:religious_exemption ?= yes }
				hidden_effect = {
					if = {
						limit = { top_liege != this } # To avoid errors during tooltip generation (prior to the contract being generated)
						vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 2 }
						vassal_contract_set_obligation_level = { type = feudal_government_levies level = 1 }
						vassal_contract_set_obligation_level = { type = religious_rights level = 1 }
					}
				}
				custom_tooltip = normal_obligations_taxes
				custom_tooltip = low_obligations_levies
				custom_tooltip = religious_protection_tt
			}
			else = {
				hidden_effect = {
					if = {
						limit = { top_liege != this } # To avoid errors during tooltip generation (prior to the contract being generated)
						vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 2 }
						vassal_contract_set_obligation_level = { type = feudal_government_levies level = 2 }
					}
				}
				custom_tooltip = normal_obligations_taxes
				custom_tooltip = normal_obligations_levies
			}
		}
		else_if = {
			limit = {
				government_has_flag = government_is_clan
				scope:religious_exemption_clan ?= yes
			}
			hidden_effect = {
				if = {
					limit = { top_liege != this } # To avoid errors during tooltip generation (prior to the contract being generated)
					vassal_contract_set_obligation_level = { type = religious_rights level = 1 }
				}
			}
			custom_tooltip = religious_protection_tt
		}
	}

	# Struggle catalysts.
	hidden_effect = {
		fp3_struggle_apply_independent_vassalage_catalyst_effect = {
			NEW_LIEGE = scope:puppet_or_actor
			NEW_VASSAL = scope:recipient
		}
	}
}

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

Where it is used

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

Character interactions (1)

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

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