Key features: Start a game at any point between 1066 and 1337 and play until 1453 Pick a Christian lord and make sure his dynasty survives as you play a succession of his descendants through the ages Gain Prestige for every successive character you play, furthering the glory of your Dynasty Expand your feudal domain - and keep it from falling.
- Ck2 Lower Threat
- Ck2 Threat
- Crusader Kings 2 Learning Scenario
- Crusader Kings 2 Command Console
- Lifestealing Vs Crusader Threat
Alliances and non-aggression pacts are the two most common forms of pacts between rulers. I djay for mac. A non-aggression pact is an agreement between two rulers to not declare war on each other. An alliance is an improved pact based on an existing non-aggression pact, and is more powerful by allowing rulers to be called to war.
- 2Alliance
- 2.2Call to arms
Dec 06, 2018 I don't know about any console commands, but you can change the values for the system yourself in the defines.lua in the commons folder of your CK2 folder. You can open the file with programs like Notepad (which is open source and thus free). Nov 07, 2019 You probably won't be able to buy a favor from a ruler who is in a defensive pact against you, but you might be able to buy a favor from their heir for use later. You can even create a non-aggression pact with a betrothal, immediately break the betrothal, and attack. Dec 26, 2019 Generally once you get to a certain size, it's better to just set up your vassals to expand the realm for you, while you just police and prune the internals and set up useful inheirtances. Since it's a defensive pact, rather than a true coalition, they can't join wars unless you, specifically, are the aggressor.
Non-aggression pacts[edit]
A non-aggression pact is an agreement between two rulers not to attack each other. Most non-aggression pacts are created by a marriage or betrothal:
- Characters always have a non-aggression pact with their spouse.
- When two rulers negotiate a betrothal or marriage involving close relatives, they automatically form a non-aggression pact.
- Two rulers can negotiate a non-aggression pact based on an existing marriage involving their close relatives.
A non-aggression pact between a vassal and a liege prevents the liege from revoking the vassal's titles, and prevents the vassal from joining or creating a faction. Also, a ruler who has a non-aggression pact with the defender cannot be called to arms by an ally in an offensive war against them.
Alliance[edit]
Alliances are additional agreements to call each other into most wars.
Form alliance[edit]
- Must be a close relative OR have a non-aggression pact
- Cannot form alliances with your vassals or your lieges
The following AI reasoning applies to both the 'Negotiate non-aggression pact' and 'Form alliance' interactions.
Factors | Tooltip | Description |
---|---|---|
Opinion | +10 to -10? | |
Same Dynasty | +2 | |
Same Interests | +2 | |
Common Enemies | +2 | |
Political Concerns | ~+10 to ~-10 | Seems to be related to 'RP Friendship' or 'RP Hostility', a hidden value (relation?) shown only in debug tooltips. May mean they CB against you (even when negotiating an alliance atop a non-aggression pact)? |
Base Reluctance | -3 | -25 (if this is the only factor other than opinion, need 26 opinion for Yes) |
Alliance breaker | ? | AI is unlikely to accept alliances from alliance-breakers. |
Too busy conquering the world and you're next | -10 | Expanding horde |
Call to arms[edit]
See also: Diplomatic actions#Call to arms
Rulers are expected to accept calls to arms with any rulers they have an alliance with. Rulers may also receive call to arms from fellow rulers who have the same culture who are defending themselves from another culture. Nomadic and tribal vassals can also receive call to arms from their liege, as can tributaries and suzerains.
Restrictions[edit]
- Faction rebellion leaders cannot call in allies, except for claimant rebellions.
- When fighting a fellow vassal, can only call in other rulers with the same liege. (Exception: if the 'fellow vassal' is a faction rebellion against you, can call allies from other realms!)
- Cannot call vassals of your enemy, except in 'revolt against tyranny' wars
- Cannot call allies into an offensive war in which a ruler has a non-aggression pact with the defender.
- Can call both a liege and their vassal, if you're allied with both, but it only works properly if you call the liege first.
Accepting or declining[edit]
Declining a call to arms in an alliance:
- costs a large amount of prestige.
- adds the character modifier 'Alliance Breaker', lowering diplomacy by 5 for 10 years.
- adds the general opinion modifier 'Alliance-Breaker', lowering opinion of you by -25 for 10 years. (Stacks.)
- adds the opinion modifier 'Dishonored Alliance' to your ally, lowering their opinion of you by 30 for 5 years. (Stacks)
- breaks the alliance.
Additionally, the AI is less likely to accept alliances from alliance-breakers and will consider dissolving any alliances it has with them.
Declining other calls to arms has a minor prestige cost:
- -25 prestige for a offensive war.
- -100 prestige for a defensive war.
- 0 if the belligerents are allies.
- 0 for a suzerain declining a tributary's call to arms.
Accepting a call to arms against an attacker you have an alliance with will break that alliance.
Ally orders[edit]
As a primary participant in a war, you are able to give orders to your allies. AI allies will perform the orders they receive as long as they don't decide to prioritize other wars.
There are four orders:
- Siege - order ally to siege the selected county (accessible from Province View)
- Attach Army - order ally to attach to the selected army (accessible from Selected Army window)
- Focus on Sieging - order ally to siege strongholds (accessible from 'Allies in Wars' tab in the Military View)
- Focus on Hunting Enemy Armies - order ally to hunt for enemy armies (accessible from 'Allies in Wars' tab in the Military View)
The 'Allies in Wars' tab in the Military View lists all allies which you have in ongoing wars, along with their current orders (if any).
See also[edit]
- Defensive pact - Special pacts created to combat threatening characters.
- Tributary - a relationship created through use of the use of the tributary casus belli.
- Rules of Engagement - Dev diary discussing major changes alliances and the introduction of non-aggression pacts.
- As you wish.. - Dev diary discussing ally orders.
Levies • Retinues • Mercenaries • Holy orders • Event troops • Hordes • Adventurers
Alliances • Casus Belli • Claims • Crusades, jihads and great holy wars • Factions • Attrition
Attributes • Traits • Piety • Prestige • Culture • Religion • Dynasty • Nicknames • Opinion
Ck2 Lower Threat
Diplomacy • Decisions • Education • Marriage/Breeding • Regency • Favors
Assassination • Tyranny • Banishment • Execution • Imprisonment • Title revocation • Bribes
Council • Courtiers • Disease • Succession • Alliances
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Alliances&oldid=39974'
Imprisoned characters are held against their will by a ruler.
- 1Causes of imprisonment
- 3Actions available to captors
- 3.2Actions that kill prisoners
Causes of imprisonment[edit]
Arrest by liege[edit]
Lieges can attempt to arrest any character they control. This has a variable chance of success depending on respective Intrigue scores, and will incur tyranny if attempted without cause. Unsuccessful imprisonment of an unlanded subject or indirect vassal will cause them to flee the realm and abdicate titles to their heir if applicable, while unsuccessful imprisonment of a direct landed vassal will spark a rebellion with the Overthrow Ruler casus belli.
Valid causes for imprisonment include:
- Plot leader
- Plot participant who refused the liege's demand to leave it
- Dishonorable actions. Cuckolding the liege (typically through Seduction) qualifies, as does being caught at murder.
- Character has been excommunicated
- Refused liege's demand to settle an internal war, under Late Feudal Administration or higher. (Requires Conclave and The Reaper's Due.)
- Muslims only:
- Decadent character who refused dynastic liege's demand to straighten up (Invoked Takfir)
- Fatwa against a vassal with a decadent dynasty
If as a liege, you have a direct vassal whom you consider too powerful or otherwise too threatening to your rule, it can be to your benefit to fail to imprison him (usually after your spymaster has caught him/her plotting against some random NPC). It's usually unlikely he will succeed in his revolt, and the revolt will give you cause for title revocation.
Other causes of imprisonment[edit]
- Capture commander in battle
- Capture courtier in siege
- Rebelled against liege and lost the war
- Various random events
- Intrigue focus spying event
- Hermetic society sabotage event
- Demon Worshippers society abduction event
Effects of imprisonment[edit]
Characters in prison:
- require a regent and can have weak claims pressed against them
- cannot create, join, or continue to be members of factions
- cannot declare war
- do not contribute to a dynasty's decadence
- cannot become pregnant or impregnate women
Characters imprisoned by their liege:
- cannot refuse title revocation (and the captor does not have to wait for an answer)
- cannot refuse vassal retraction
Characters imprisoned by their direct vassal:
Whatever genre and style of games you like to play, MyRealGames.com has you covered. Then you’re in the right place! Ww real com.
- cannot refuse faction demands
If a ruler's close relative is imprisoned, that ruler cannot declare war on his relative's captor.
Ck2 Threat
If the leader of a war is imprisoned by the other side, the captor can enforce demands on the prisoner.
If a woman gives birth in prison, the infant remains in prison with her.
Actions available to captors[edit]
See also: Diplomatic actions available to captors
Move prisoner[edit]
Crusader Kings 2 Learning Scenario
Prisoners are usually held in dungeon cells, but can be moved at any time between:
- Oubliette: -20 diplomacy, -2 health, no fertility
- Dungeon Cell: -10 diplomacy, -1 health, no fertility
- House arrest: -5 diplomacy
Rulers left in dungeon cells will eventually trigger an event requesting nicer conditions. In this event, you can change their conditions or release them for a favor.
Actions that kill prisoners[edit]
Method | Ruler requirements | Kinslayer | Notes |
---|---|---|---|
May require a council vote. May incur tyranny or upset characters in the victim's realm. Costs piety if same religion. | |||
Sacrifice | Aztec religion (not reformed to Peaceful) | no | Victim must be an adult. Gain piety based on victim tier. |
Sacrifice | Non-Aztec religion with 'Bloodthirsty Gods' doctrine | no | Victim must not follow the same religion. Gain piety based on victim tier. Does not cause 'Executed my child' opinion modifier. |
Have Judged by Zun | Zunist religion | no | Victim must be your direct subject in addition to being your prisoner. Usually kills the prisoner, but other outcomes are also possible. |
Devour | Bear or dragon, or (Cannibal and (Lunatic or Possessed )) | 40% chance to get sick, 10% chance to gain power. Gaining power requires Supernatural Events to be On or Unrestricted. Getting sick causes Food Poisoning (50%), Diarrhea (25%), or Vomiting (25%). Gaining power absorbs positive congenital traits, many personality traits, and Immortal . Eating a head of religion will remove Zealous and give the Sympathy trait for the religion. If the eater is not a bear or dragon, he will gain the Crazy Cannibal modifier, which gives -50 general opinion and makes him ineligible for sainthood. He will also become a Lunatic . Bear or dragon culture must be graphical, and the character's actual culture is irrelevant. Note that being a bear or dragon does not protect from getting sick. | |
Throw in the Brazen Bull | Phalaris bloodline | no | These 'intimidating execution' methods cost tier-scaled piety and if used by a ruler with the Kind trait, they have a 50% chance to lose it. Other rulers have a 25% chance to receive the Cruel trait. Whenever used by a ruler who has none of the Cruel , Impaler , or Lunatic traits, or on a close relative regardless of traits, there is a 20% chance to get Stressed , an 8% chance to become Depressed , and a 2% chance to become a Lunatic . Executing any prisoner with these methods grants the character modifier Intimidated Court (National Revolt Risk -5.0%, Plot Power Defence +10.0%) for 1250 days (about 3.5 years). This modifier does not stack. Executing a vassal ruler additionally intimidates any other vassal or courtier who is at least 5 years old and does not have the Brave trait into submission (+20 opinion) for 4 years. The opinion modifier requires the vassal ruler executed to be your direct vassal, i.e. the vassal of a vassal will not work, but the tier of the vassal is unimportant. The opinion modifier is stackable, and the 4 year duration renews with each vassal burning. The tooltip states, incorrectly, that the opinion modifier is +10. All three methods allow performing unjustified executions without incurring a tyranny penalty. Prisoners must be at least 13 to be embalmed. |
Embalm Prisoner | Murder bloodline: Macabre Banquet | ||
Burn Prisoner | Murder bloodline: Burning or Dragon culture | no |
Execution in festivals[edit]
Some rulers can also hold festivals that include prisoner sacrifice:
- Germanic pagans: Blot
- Most other pagans: Ancestor Worship
- Hindus with Kali as patron goddess: Kali Puja
Actions that release prisoners[edit]
- Banish vassal: they are forced to abdicate all titles. Must be your direct vassal.
- Banish courtier: you seize their wealth, and they move to another court. You must be their liege in addition to their captor (host). Cannot banish your spouse.
- Ransom: generally, AI rulers will pay to ransom themselves, spouses, close kin, or courtiers rich enough to reimburse the ransom. They may pay ransom for other dynasty members they like enough (moving these prisoners to house arrest helps). The AI will often refuse to grant ransom to characters who hold claims on their titles. For traitors, counts as punishment. If multiple prisoners have the same liege, ransom offers have to be made consecutively; coupled with the time it takes for the liege to respond, a significant duration may pass before all prisoners are successfully ransomed.
- Release: +3 realm opinion per rank, for 30 months, when releasing a ruler. Does not stack when releasing multiple vassals. 5 piety if prisoner is of same religion.
- Demand religious conversion: Must be your courtier or direct vassal. For traitors, does not count as punishment.
- Force a female prisoner to become a concubine.
- With Legacy of Rome:
- Castrate the prisoner: Requires Byzantine or Chinese culture group, or a 'castrating' bloodline. Eunuch disinherits characters and prevents them marrying or being granted titles.
- Blind the prisoner: Requires Byzantine culture group, or a 'blinding' bloodline.
- With The Reaper's Due:
- Torture
- Mutilate
- Bad Poetry: Requires Poet .
- Humiliate: Prisoner gets Publicly Humiliated for 10 years (-25 general opinion, -2 monthly prestige)
- Recruit courtier: Must be an unmarried capable adult, and not parent/child/lover/friend of their liege. Opinion difference at least -25. Note that you *can* send gifts to prisoners to increase their opinion.
Prisoners will also be released if:
- The captor chooses to sign a peace treaty in a war to which the prisoner contributes warscore (100% for ruler, 50% for spouse or heir, 5% for ruler's other children). Exception if the prisoner is the ruler and the war was caused by an attempt to arrest him, he will then continue in prison after forcing terms.
- The captor loses all titles and becomes a courtier.
Attributes • Traits • Piety • Prestige • Culture • Religion • Dynasty • Nicknames • Opinion
Diplomacy • Decisions • Education • Marriage/Breeding • Regency • Favors
![Ck2 threat decay Ck2 threat decay](/uploads/1/2/7/8/127874809/101971140.jpg)
Crusader Kings 2 Command Console
Assassination • Tyranny • Banishment • Execution • Imprisonment • Title revocation • Bribes
Lifestealing Vs Crusader Threat
Council • Courtiers • Disease • Succession • Alliances
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Imprisonment&oldid=40938'