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

vassal_is_valid_and_follows_directive_trigger

vassal_is_valid_and_follows_directive_trigger = { LIEGE = … VASSAL = … }

game/common/scripted_triggers/00_vassal_stance_triggers.txt, line 27 (8 lines). Parameters: $LIEGE$, $VASSAL$.

vassal_is_valid_and_follows_directive_trigger is a scripted trigger in Crusader Kings III, written at line 27 of its file. A call passes 2 parameters: LIEGE and VASSAL. The game's script calls it in 35 places, among them Convert Faith in County (council task), Explore Cultures (council task) and Explore Cultures (council task). Patch 1.20.1.2, from game/common/scripted_triggers/00_vassal_stance_triggers.txt.

What it checks

• 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 (8 lines of game script)
vassal_is_valid_and_follows_directive_trigger = {
	top_liege != this
	is_landed = yes
	highest_held_title_tier >= tier_county
	is_ai = yes
	vassal_follows_directive_valid_trigger = { VASSAL = $VASSAL$ LIEGE = $LIEGE$ }
	vassal_follows_directive_trigger = { VASSAL = $VASSAL$ LIEGE = $LIEGE$ }
}

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

Where it is used

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

Council tasks (13)

  • Convert Faith in County
  • Explore Cultures
  • Explore Cultures
  • Explore Cultures
  • Explore Cultures
  • Increase Development in County
7 more
  • Manage Fertility
  • Manage Fertility
  • Manage Fertility
  • Manage Fertility
  • Promote Cultural Acceptance
  • Promote Culture
  • Train Commanders

Script values (14)

  • ai_men_at_arms_chance_expense_below_ideal
  • ai_men_at_arms_chance_expense_below_min
  • ai_men_at_arms_expense_barter_goods_ideal
  • ai_men_at_arms_expense_barter_goods_max
  • ai_men_at_arms_expense_barter_goods_min
  • ai_men_at_arms_expense_gold_ideal
8 more
  • ai_men_at_arms_expense_gold_max
  • ai_men_at_arms_expense_gold_min
  • ai_men_at_arms_expense_prestige_ideal
  • ai_men_at_arms_expense_prestige_max
  • ai_men_at_arms_expense_prestige_min
  • ai_men_at_arms_expense_treasury_ideal
  • ai_men_at_arms_expense_treasury_max
  • ai_men_at_arms_expense_treasury_min

Scripted modifiers (AI weights) (3)

  • directive_to_build_economy_modifier
  • directive_to_build_military_modifier
  • directive_to_fortify_modifier

Customizable localization (3)

  • vassal_directive_icon
  • vassal_directive_text
  • vassal_directive_text_and_icon

Raids (1)

  • Plunder

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

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