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Ck2 Vassal Opinion Cheat

How do I stop my vassals from fighting in Crusader Kings 3? If you fancy taking over large swathes of land in Crusader Kings 3 you'll need to have vassals under your control. Vassals are the middle managers of the middle ages: nowhere near the dynasty leader in terms of power, they're nevertheless the most important person your run-of-the-mill peasant or plebian is ever likely to see.

ck2 vassal opinion cheat

Is it even a bad thing for vassals to scrap? It's not illegal - your vassals answer to you, their liege, rather than each other. There are some negatives to your vassals fighting between themselves though, and we don't want to have to resort to the North Korea strategy and do away with the vassal class altogether. Don't make me turn this chariot around, kids, or I swear I'll hoard all the titles for myself!

Firstly, if a specific vassal starts gaining control over a load of land, you will be at risk of them becoming too powerful and starting a revolt. If you press F2 or click the 'Realm' icon in the top right of the screen, you can see a list of your vassals sorted by the size of their realm. If one of them has been gaining power and influence, and maybe has a few vassals beneath them too, they might look to start an independence or liberty faction against you, so be careful.

Another potential issue is if your vassals are weakening or taking over each other, your preferred vassal might lose power too. For example, if a vassal is dragged into a war that reduces their gold and military production, that directly impacts your ability to tax them for both gold and levies.

There's also the worry of losing out on vassals commanding your armies. On rare occasions, you might want to put a particularly strong knight in your army but they're off fighting their own petty war.

There are a few positives to vassals fighting though, so don't lose hope! Firstly, it keeps them weak. Yes, you can get big bad dukes getting above their station, but much more likely to happen is both your vassals fighting each other are weakening themselves in the process, making them less of a threat to you.

Also, vassals at war only use their own troops, not the levies promised to you. Sure, they might lose out on the total levies they have access to, diminishing your supply slightly, but in far more situations the vassals at war will take the brunt of the losses, keeping you at the top of the food chain and able to fight your own wars. So what if you just want your vassals to stop warring with one another?

In certain situations, you can stop vassals fighting, as well as mitigate their power gain if one of them becomes stronger than you're comfortable with. The way your vassals work differs depending on your government type, whether it be Clan, Tribal, or Feudal.

With level 3 in the Feudal or Clan government type, High Crown Authority forbids vassals from fighting each other unless they have a hook on their liege, whilst Absolute Crown Authority, the maximum level, forbids them from fighting any war at all without your permission. It takes a while to unlock these laws, because it takes a while for cultures to unlock the innovations required, but by improving the development in your realm you can make this much speedier.

By upgrading the Tribal Authority in the same way for Tribal governments, you can settle and choose to become Feudal or Clan, then being able to continue as above. It's also possible to force an inconclusive war depending on the Casus Belli used to declare it. For example, if it's a claimant war, where one vassal is claiming the De Jure territory of another, you can always carry out a murder scheme to get them out of the way, or work to change the religion in a region targeted by a holy war. Of course, these aren't always viable, but depending on your current situation it might be worth a go.

Remember though, it's not always the way to go! Sometimes, your own vassals fighting each other is absolutely fine, and you should leave them to it. It all depends on your current situation, including which starting ruler you picked as well as what console commands and cheats are currently active.

The Architect BloodlineRequirements: Build 10 cities.Boosts: +6 City Vassal Opinion, +5% Burgher Vassal Tax, has access to special City buildings.Special: Can construct Garrisoned Roads building in any vassal city holding, giving +3 Tax Income, +5% Morale of Armies, +5% Technology Spread Rate, +5 Trade Value.

Lunatic Dragon BloodlineRequirements: Must be cruel and one of lunatic, possessed, or cannibal.Boosts: +10% imprisonment chance, -4 vassal opinion, can incinerate prisoners, terrifying vassals into submission.Special: You are a dragon.

Benefactor BloodlineRequirements: Remain 30 years at peace.Boosts: -2% National Revolt Risk, +5% National Tax Modifier, +4 Vassal Opinion, Rulers can Endear Neighbors and Subjects.Special: Right-click on your portrait and select the option Endear Realm, this allows you to spend 300 prestige to improve the opinions of neighbouring rulers or spend 200 prestige for -15% National Revolt Risk.

Blessed Child BloodlineRequirements: Only available if you took this ambition at age 5 or less by some miracle.Boosts: +0.25 monthly piety, +4 vassal opinion, -2% global revolt risk, Vassals are half as likely to create and join factions.

Peace/Builder BloodlineRequirements: From 15 years of peace and 5 holdings of a single type built.Boosts: +0.05 monthly piety, +5 opinion from rulers of the type matching the holding (eg +5 church opinion for building temples), +3% tax modifier for the matching holding, Unlocks the same buildings as the appropriate pure builder CK2 bloodline, +50% more likely to increase prosperity.

Family BloodlineRequirements: Event Chain.Boosts: +5 dynastic opinion, +0.20 monthly prestige, Can harass your relatives into fitting your image of a proper dynast.

Ruthlessness BloodlineRequirements: Event Chain.Boosts: -10 vassal opinion, +15% imprisonment chance, +2% global revolt risk. Can plot to whenever revoke any title that was not recently granted.

Zeal BloodlineRequirements: Event Chain.Boosts: +0.15 monthly piety, -3% tech spread, +8 church opinion, x0.75 MTTH for your court chaplain to convert a province, Unlimited use of the Religious Liberation CB, even if you have Jade Dragon CBs disabled.

Impious Saint BloodlineRequirements: Be an unworthy Saint.Boosts: +1 Monthly Prestige, -0.1 Monthly Piety, -5 Christian Church opinion.Special: Can use invasion once per lifetime.

To mitigate the effects, either grant extra titles to vassals or increase your domain limit. You can do this by increasing your stewardship, discovering technologies, buying perks, or changing your religion.

And as far as I know there's no way to switch your character aside from death*, so it's not as if the opinion your current character has will matter after you take control of your heir. I suppose it can indicate incompatibilities between me and other people that might flag problems I should deal with. Does it matter otherwise?

* During normal play, I mean. I know I can save and load as someone else, but the sort-of cheat of switching to NPCs to manipulate the state of a savegame doesn't interest me. I'm only interested in the opinion's relevance, if any, to actual game mechanics.

It has an impact when the person is your liege. Negative opinion means your liege gets less taxes out of your demesne and less troops if (s)he should decide to raise your levies. Other than that, the opinion modifier is mostly used by the AI.

(As an aside, your own opinion is a handy indicator of a vassal being in a faction conspiring against you. Mouse over your opinion of a character and if you see a -10 modifier "Faction member" you know they are up to no good. At this point use standard tricks to get them out of the faction before it becomes too powerful.)


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