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

feudal_clan_tribal_conquest_constraints

feudal_clan_tribal_conquest_constraints = yes

game/common/scripted_triggers/00_war_and_peace_triggers.txt, line 1197 (50 lines). No parameters.

feudal_clan_tribal_conquest_constraints is a scripted trigger in Crusader Kings III, written at line 1197 of its file. It takes no parameters: feudal_clan_tribal_conquest_constraints = yes (or no). The game's script calls it in 15 places, among them … China's Grand Campaign (casus belli), County Conquest (casus belli) and County Expansion (casus belli). Patch 1.20.1.2, from game/common/scripted_triggers/00_war_and_peace_triggers.txt.

What it checks

  • One of these

    • All of these

      • Title tier exactly County
      • Their province:
        • One of these

          • has_holding_type = tribal_holding
          • or

            has_holding_type = nomad_holding
          • or

            has_holding_type = herder_holding
    • or

      All of these

      • Title tier more than County
      • Any in de jure hierarchy:
        • Title tier exactly County
        • Their province:
          • One of these

            • has_holding_type = tribal_holding
            • or

              has_holding_type = nomad_holding
            • or

              has_holding_type = herder_holding
  • scope:attacker:
    • Their government is not a Tribal-type Government
    • Their government is not Nomadic
    • Short term gold less than 200
    • One of these

      • All of these

        • they has administrative government mechanic
        • Short term gold less than 700
        • this != top_liege
      • or

        Any sub realm county › Their province:
        • One of these

          • has_holding_type = tribal_holding
          • or

            has_holding_type = nomad_holding
          • or

            has_holding_type = herder_holding

• 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 (50 lines of game script)
feudal_clan_tribal_conquest_constraints = {
	OR = {
		AND = {
			tier = tier_county
			title_province = {
				OR = {
					has_holding_type = tribal_holding
					has_holding_type = nomad_holding
					has_holding_type = herder_holding
				}
			}
		}
		AND = {
			tier > tier_county
			any_in_de_jure_hierarchy = {
				tier = tier_county
				title_province = {
					OR = {
						has_holding_type = tribal_holding
						has_holding_type = nomad_holding
						has_holding_type = herder_holding
					}
				}
			}
		}
	}
	scope:attacker = {
		NOR = {
			government_has_flag = government_is_tribal
			government_has_flag = government_is_nomadic
		}
		short_term_gold < 200
		OR = {
			AND = {
				government_has_mechanic = administrative
				short_term_gold < 700
				this != top_liege
			}
			any_sub_realm_county = {
				title_province = {
					OR = {
						has_holding_type = tribal_holding
						has_holding_type = nomad_holding
						has_holding_type = herder_holding
					}
				}
			}
		}
	}
}

As written in game/common/scripted_triggers/00_war_and_peace_triggers.txt.

Where it is used

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

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

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