#Interactions relating to factions force_join_faction_interaction = { category = interaction_category_vassal special_interaction = force_join_faction desc = force_join_faction_interaction_desc icon = scroll_scales force_notification = yes greeting = positive notification_text = FORCE_JOIN_FACTION_NOTIFICATION is_shown = { scope:actor = { is_a_faction_member = yes liege = scope:recipient.liege NOR = { joined_faction = scope:recipient.joined_faction scope:recipient = scope:actor.liege } } } is_valid_showing_failures_only = { scope:actor = { trigger_if = { limit = { has_government = administrative_government } custom_tooltip = { text = force_join_faction_admin_requirement_desc OR = { has_strong_usable_hook = scope:recipient AND = { influence >= { value = scope:actor.monumental_influence_value multiply = 2 } scope:recipient ?= { NOT = { opinion = { target = scope:actor value <= -50 } } NOT = { opinion = { target = scope:recipient.liege value >= 50 } } } } } } } trigger_else = { has_strong_usable_hook = scope:recipient # Make sure to update the NFaction::POTENTIAL_FORCE_JOIN_HOOK_TYPE define if you change the type of hook used here } NOT = { is_at_war_with = scope:recipient } } scope:recipient = { trigger_if = { limit = { is_a_faction_member = yes } joined_faction.faction_leader = { is_ai = yes } } is_forced_into_faction = no can_join_faction = scope:actor.joined_faction } custom_description = { text = barons_joining_independence_factions NAND = { scope:actor.joined_faction = { faction_is_type = independence_faction } scope:recipient.highest_held_title_tier = tier_barony } } } on_accept = { scope:actor = { send_interface_message = { type = event_faction_neutral title = force_join_faction_interaction_notification right_icon = scope:recipient if = { limit = { scope:hook = yes } use_hook = scope:recipient } else_if = { limit = { scope:influence = yes } change_influence = { value = monumental_influence_value multiply = -2 } } scope:recipient = { join_faction_forced = { faction = scope:actor.joined_faction forced_by = scope:actor years = 10 } } } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = medium_unity_loss DESC = clan_unity_forced_faction_joinage.desc REVERSE_NON_HOUSE_TARGET = no } } auto_accept = yes #Use hook send_option = { is_valid = { exists = scope:recipient scope:actor ?= { has_strong_usable_hook = scope:recipient } } flag = hook localization = GENERIC_SPEND_A_HOOK } #Spend influence send_option = { is_shown = { scope:actor = { has_government = administrative_government } scope:actor.top_liege ?= { has_government = administrative_government } } is_valid = { # Convincing someone with influence is not available if they hate you or love the liege scope:actor ?= { influence >= { value = scope:actor.monumental_influence_value multiply = 2 } } scope:recipient ?= { NOT = { opinion = { target = scope:actor value <= -50 } } NOT = { opinion = { target = scope:recipient.liege value >= 50 } } } } flag = influence localization = SPEND_INFLUENCE } send_options_exclusive = yes # AI ai_targets = { ai_recipients = peer_vassals } ai_frequency = 12 ai_potential = { is_independent_ruler = no is_a_faction_member = yes # Only force others to join a faction if you joined by your own free will is_forced_into_faction = no } ai_will_do = { base = 100 # Don't steal players' factions' members modifier = { factor = 0 scope:recipient = { is_a_faction_member = yes joined_faction = { faction_leader = { is_ai = no } } } } } }