- 1 宣战理由和扩张
- 2 宣称战争
- 3 法理战争
- 4 碧玉之龙宣战理由
- 5 封臣专用
- 6 宗教宣战理由
- 6.1 通用
- 6.2 基督教
- 6.3 伊斯兰教
- 6.4 原始宗教宣战理由
- 6.5 印度宗教
- 7 朝贡国
- 8 中国
- 9 特殊
- 10 政体宣战理由
- 11 破碎世界宣战理由
- 12 触发型战争
- 13 获得宣战理由
- 14 使用你的宣战理由
- 15 战争无结果终止
- 16 战争命名
- 17 总结摘要
- 18 另见
伊比利亚文化组的统治者一生可以使用一次“准备收复失地战争”决议来解锁特定公国的特殊宣战理由。冒险家也可以使用这类宣战理由。 这个决议需要花费500威望，250虔诚和200金钱。 开始决议后会在首都生成一队450至600人的事件部队，免维护费且无法增员。
獨立的國王或是皇帝幫助教宗收服教宗的屬地 (duchy of Latium, Spoleto, Ancona, Ferrara, or Benevento). 目標必須是有效的聖戰目標（異教徒或異端）, 被開除教籍的統治者, 或同一宗教且與教宗關係低於-50的非神權統治者。
教皇可能要求進行這種戰爭作為加冕的條件。 這也是增加教皇好感的好方法 or gain an artifact from the Pope as a gift.
针对 1000 虔诚，穆斯林有机会征服一个同时控制 6 个国家的异教领主的邦国的法理领土。这和穆斯林圣战一样，“异教” 也包括其他教派的穆斯林，例如逊尼派和什叶派。攻击者必须与目标国家接壤或者拥有该王国内的土地。游牧民不能使用穆斯林入侵;他们以游牧民族入侵代替。 获胜将授予统治者在王国之外拥有土地的所有财产，并转移所有王国内所有附属领主的附庸。新的附庸将与您获得+75的暂时性关系修正，使请求其转教变得非常容易。Unlike other invasions, you only gain the target holdings; the loser gets to keep any holdings you occupy outside the wargoal.
As with holy wars, defending pagan and Zoroastrian rulers can convert to the attacker's religion by decision, ending the war inconclusively.
伊斯蘭領主可以奪取與自己領土接壤的任何伯爵領。CB需要花費50虔誠，但可以用於任何目標公爵領。 勝利後可以奪取該伯爵領，或(如果該領主屬於一地伯爵，並且您是公爵或更高級別頭銜)transfers vassalage of the count to you，並獲得100威望。無條件和平將失去100威望。投降將失去100威望並forces you to pay concessions. 休戰條約僅維持5年。
每隔10年, 伊斯蘭領主caliphs 可以征服相同教派的穆斯林王國。 成功後，被征服的目標王國下屬附庸將成為攻擊者的附庸。 如果有人擁有該目標王國以外的領土，他們並不會被附庸 ，但他們在目標王國內的頭銜將會被篡奪。
休戰條約僅維持一年。 Despite this CB not usurping all occupied titles, the attacker will not accept early surrender. This may be a bug.
Depending on the specific Pagan religion and whether or not you are reformed (and how you reformed, with ), the availability of these various CB to individual rulers will vary.
類似於穆斯林的CB，但僅可用於不同宗教的目標，且無需花費任何虔誠。 所有原始宗教領主可以征服接壤的伯爵領，且當800年發生“維京時代的開始”事件後，諾斯教徒也可以征服任意沿海的伯爵領。勝利後，除了獲得50虔誠和威望還會給予1％的宗教權威持續20年。 就像穆斯林的CB一樣，休戰條約僅維持5年。 Nomads have access to County Conquest regardless of their faith. However, non-pagan nomads can only use this CB on other nomads or tribals.
This powerful CB targets a de jure kingdom but does not usurp the kingdom title. As it is an invasion, it also usurps all occupied holdings (and holdings in occupied counties), even outside the wargoal.
- Without the Horse Lords DLC: it can be used by Pagans with Invasion culture (Altaic or Magyar) and non-Christians with Horde culture (Mongol or Nahua). Pagans cannot be targeted except by Horde culture attackers.
- With the Horse Lords DLC: it can only be used by Pagans; requires Altaic, Magyar, or Nahua culture; and can never be used against Pagans.
It is also available for:
- Special hordes
- Landless mercenaries who were not paid
- Child of destiny
- Alexander or Ashoka bloodline (once per lifetime, NOT refunded if the war becomes invalid)
Declaring a Tribal Invasion costs 500 prestige, but the attacker receives 400 prestige upon success (with 100% war contribution).
Nomads cannot use this CB. Instead, they can use Nomad invasion when their population is 75% of its maximum and at least 30000.
Pagans (except Hellenics) with either a tribal government or elective gavelkind succession, may target all land in a de jure kingdom held by another pagan. On success, all holdings are vassalized or seized, and top-level non-titular titles are seized if they are of equal or higher rank than the invader's top title. The conqueror gets an opinion bonus from the vassals he subjugates. Reformed Pagans lose this CB, and are also protected from it, except from attacks from the unreformed version of their own religion. The truce lasts only 1 year.
A character may only use this CB once in their lifespan, except with the "Become King" ambition, which allows unlimited usage within the capital's de jure kingdom. If a character is already being targeted in a subjugation war it invalidates that character as a target for another subjugation war.
Certain Pagan rulers can declare their intent to attack a realm, and recruit followers from all over Scandinavia during a special preparation phase.
Prepared Invasions are available for:
- Unreformed Germanic Pagans, after the "Viking Age" event in the year 800
- Reformed Germanic pagans (without Holy Fury)
- Reformed pagans with the Daring or Sons of Ragnarok doctrines (with Holy Fury)
The target realm must have between 9 and 50 holdings within the target de jure kingdom. The attacker must have 1000 prestige and fewer than 50 holdings. During the two years after the invasion is announced, the preparing ruler has a chance to receive free troops and ships. The recruited army scales with the size of the ruler's existing army, and also tends to be larger with:
- 7, 10, 15, and 20 martial skill
- 7, 10, 15, and 20 diplomacy skill
- 100 and 1000 prestige
- Higher rank than count
Recruits show up slowly if the target realm has twice as many troops as the attacker and very slowly if the target realm has three times as many troops. Recruits do not show up at all if the target has four times as many troops as the attacker.
Since the recruited army scales with the size of your existing army, you should increase your strength by all possible means during the period before the invasion. At the very least, your capital should have the "train troops" and "fleet returned with loot" bonuses to levy size. Consider raising tribal prestige troops, hiring mercenaries, or even leading a faction rebellion.
Most of these event troops are earmarked for the invasion and will disband if the invasion is canceled or if the invasion war ends. However, some of the event troops (those that arrive with a hero commander) are not earmarked and can be retained. If the war becomes invalid due to the attacker no longer controlling any titles in the target kingdom, all event troops will be retained.
As with Holy Wars, neighbors of the target who share their religion can (and very likely will) join in defense. Not declaring war within two years cancels the invasion and has a heavy Prestige cost. On success in the war, occupied holdings and holdings in occupied counties are usurped, and any remaining titles in the named target kingdom are vassalized. Conquered holdings do not get the "recently conquered" penalty and have their levies refilled immediately. Only usable once per ruler's lifetime. The truce lasts only 1 year.
If you start as one of the British Sons of Ragnar in 867 (Halfdan Whiteshirt of Jorvik or Ivar the Boneless of Suðreyar), you will begin immediately following their declaration of a prepared invasion and this CB will not be available to your starting character afterward.
Prepared Invasion will be canceled if:
- You die
- You have any troops in target realm before declaring war
- You have raided target and target is still hostile towards you. After a raid hostile timer is 180 days.
On success, some non-ruler members of the ruler's court are sacrificed. Provinces of the defender's demesne, as well as those of their direct vassals, get a modifier for 10 years severely reducing levy size. The attacker's religion gets +3% moral authority for 30 years.
A reformed pagan whose religion has the combination of the "Warmongering" nature and the "Enatic Clans" doctrine may declare war to depose a neighboring male ruler.
On success, a woman from the defender's dynasty will be chosen to rule the title. Women are excluded if they are incapable or follow a religion with the opposing dogma "Agnatic Clans". If there are multiple candidates, it strongly prefers women of the attacker's religion and prefers close relatives of the defender. If there are no valid dynastic candidates, a vassal will be chosen, or a new female character will be generated.
The realm will also be forced onto enatic succession and full status of women (unless the new ruler's religion uses the semi-opposing equality dogma). Finally, the realm will become the attacker's tributary (if not already a tributary and with appropriate DLC) or non-aggression pact partner.
Although this CB does not always expand the territory of the attacker's religion, it counts as a holy war for moral authority and the "strengthen religion" ambition.
Opposite gender version of above, for pagan religions with combination of the "Warmongering" nature and the "Agnatic Clans" doctrine.
Rulers of the Indian religions (Hinduism, Buddhism, Jainism) may subjugate de jure kingdoms held by other Indian rulers. Costs 500 piety, and is only usable on targets of the same culture group. The truce lasts only 1 year.
A character may only use this CB once every 100 years, except with the "Become King" ambition, which allows unlimited usage within the capital's de jure kingdom.
Buddhists can attempt to vassalize a single county from another religion group or from Taoist. The targeted county must be bordering, or be within two sea zones. The truce only lasts 5 years.
While called a "minor holy war" in game, this is deceptive as it does not affect moral authority and does not allow the defender's coreligionists to join.
While smaller than the duchy-level holy war freely available to Hindus, this CB has advantages if the targeted county is held by a count who holds no other county titles. You can revoke the title from the holder (using religious control law) and have a county that is immediately productive, rather than having a severe conquest penalty to levies.
You can also use this CB to gain control of infidel claimants. A second war, using the claim-for-other CB, can then net you an entire kingdom. With Muslim neighbors, there is even the possibility of gaining control of the ruler's sons or grandsons, letting you game their open succession by granting a kingdom.
A tributary-suzerain relationship is an asymmetric pact giving the suzerain power over the tributary. There are four types of tributaries, each with different tax rates and rules about who must join whose wars.
A suzerain cannot declare war on their tributaries. However, a suzerain may choose to release a tributary in order to attack them again, as long as both realms are at peace. The truce from the initial "Make tributary" war only lasts a year, and releasing a tributary does not create a new truce. Tributaries cannot join in defensive pacts against their suzerain.
In a war to establish a tributary relationship, defenders often offer to surrender early. This can happen in two ways:
- At the beginning of the war, as an option in an event. , , , and rulers will never choose to surrender this way. or rulers are more likely to choose surrender, while rulers with sufficient power to defend (including allies) are less likely to surrender.
- At any time during the war, when evaluating warscore and
defender_ai_defeat_worth. Distant targets, // characters, and kings are less inclined to fold.
On success, the defender becomes a (normal) Tributary of the attacker at a tax rate of 40%. This type of tributary can be called to war and cannot unite with other tributaries, but always breaks free upon the suzerain's death.
Requires Horse Lords DLC. Requires a border or being at most 2 sea zones away (similar to holy wars). The attacker must not be a tributary (except imperial) and must be independent. The defender must be an independent count or above, cannot be the representative of an off-map power, and cannot be already participating in another tributary war.
Nomadic and tribal rulers get special opinion bonuses with their vassals after winning this kind of war. Primarily used by nomads against the richer government types, but occasionally used by rulers of other government types when other CBs are unavailable. Since the tributary relationship ends upon the suzerain's death, re-using this CB is a great way to gain prestige upon succession.
On success, the defender becomes a Nomad Tributary, a type of tributary that pays 50% tax and grants the suzerain +0.3 monthly prestige. This type of tributary can be called to war, and only breaks free if the suzerain has negative prestige.
Requires Horse Lords DLC. Has similar requirements as Extort tribute, with the additional requirements that the attacker must be nomadic and that this CB cannot be used to steal tributaries from your own vassals. Can be used against realms that border a tributary of the same type, even if they are not otherwise in range.
On success, the defender becomes a Tributary State, a type of tributary that pays 20% tax and transfers 15% reinforcement rate. This type of tributary cannot be called to war, but can call their suzerain to war. This type of tributary has many ways to break free: if the suzerain has negative prestige, ceases to be independent, has a smaller realm size, or declines a defensive call to arms from the tributary state.
Requires Jade Dragon DLC. Can only be used by non-nomadic rulers. The attacker must have 200 prestige and cannot have a smaller realm. Requires Majesty 4 in Europe (region) and Majesty 2 elsewhere. Can be used against realms that border a tributary of the same type, even if they are not otherwise in range.
The tributary will also break free if the current ruler is overthrown (e.g. from a decadence revolt). This will not happen with regular inheritance.
Tributaries can use this CB to attempt to free themselves from tributary status. Tributaries cannot declare any other type of war against their suzerain. As wars for independence, these wars have ticking warscore in favor of the attacker as long as the attacker controls all their holdings.
Permanent tributaries can unite in an attempt to free themselves, as in an independence faction war. Normal tributaries can only fight alone and risk other tributaries joining their suzerain.
In the rare case that a tributary becomes a vassal of another realm, their liege can also use this CB on behalf of their vassal.
Used by China or by a rebel Chinese general to invade another realm. Usurps counties up to the attacker's demesne limit and forcibly vassalizes the defender.
If the defender is not an emperor, they become a vassal and their kingdoms are usurped. If the defender is an emperor, their vassals become the attacker's vassals, the defender's empire titles are destroyed, and the defender becomes a vassal.
Used by China to destroy a pretender China (a realm created by a rebel Chinese general using the Submission CB).
Used by China when a player uses the "request invasion" boon. Sometimes used by China when a player attempts to intimidate China into opening the silk road.
可以用于将您的亲属推上天朝皇帝的宝座。It should be noted that losing this war will cause the attacker's realm to be shattered.
This CB can only be used by Timurids and pre-1200 Seljuks. It targets a kingdom within the de jure empires of Persia, Byzantium, or Arabia. The target realm must control 3 provinces within the target kingdom.
Humiliate and imprison a rival ruler. This targets the person rather than his or her title(s): on victory, the targeted rival is imprisoned by the victor, but no territory changes hands. While of little direct utility other than gains in prestige and wealth, this can have side benefits such as forcing a regency, allowing weak claims to be pressed against the rival's title(s). It is also extremely useful in a republic for boosting prestige, which factors prominently in succession—suppressing a rival house every time the truce expires can increase prestige enough to edge out the election against a non-rival house in an otherwise close campaign.
玩家可以为处于强制性纳妾或逮捕中的无地角色使用该战争借口。被宣战者可以通过这种方式被迫释放攻击者的亲戚、朋友、配偶等。 不像其他战争, 这种战争借口也可以消除被拘禁角色的人质性质。
防御方可以选择立即释放, 处决一个或所有俘虏 (包括妾), 亦或者只简单的接受战争。请注意，即使俘虏被处决，也不会结束战争!
在胜利的情况下, 战败者将赔付相当于三年收入的战争赔款，并释放俘虏。强制性纳妾将终止并且婚姻破裂 (和角色在同领地)。囚犯也将被释放。被解救的角色将加入你的宫廷除非她们还是有地角色的妾或妻子。所有被解救者还将对他们的恩人有额外的好感加成。
For patricians and merchant republics targeting each other. Cannot be used against patricians in the same realm if you have 2 or more trade posts more than they do. On success, you gain the target trade post; on failure, you pay reparations. The truce lasts only 5 years. Can also be used against feudal realms if they maintain trade posts on the Silk Road or Trans-Saharan Route.
A republic-only CB added in patch 1.09. Can be used by patricians as well as doges. Usable if you or your vassal patrician control a trade post in the province. Targets a single city within the province. If used in a county with a vassal's trade post, they get the city instead of you. The city conquest CB cannot be used against characters in the same realm as you.
Republic-only single county conquest, only usable if you (or your vassal patrician) already control a city in the province. You must either control a neighboring county or one at most two sea zones away. Patricians who don't already own a county can't use this CB.
此借口可以用于对抗在您领地内有贸易站的商业共和国和他们的领主(如果有的话)。如果您赢了, 每个在您领地内的战败者的贸易站皆被摧毁并给你一笔可观的收入。不像其他战争借口， 您只能在和平的时候使用它。
Nomads have access to Establish Tributary, and the following exclusive CBs. While they also can use the pagan county conquest CB regardless of religion, non-pagan nomads can only use this CB on other nomads and tribals.
This CB allows Nomads to subjugate non-Nomadic realms. Empires can only be targeted by emperor-level nomads (khagans).
When subjugating a realm that broke away during Nomadic Succession, the CB is completely free. This is controlled by the opinion modifier "-50 Declared Independence", given to the new khagan toward the breakaway ruler and their dynastic direct courtiers and vassals.
Otherwise, it costs 500 prestige and can only be used once every 100 years. If the war becomes invalid, the launched_subjugation timer is refunded, but the prestige is not.
Although religious heads (such as the Pope) can be targeted by this CB, they won't become your vassal (in the recent version of 220.127.116.11, unlike in the past it was possible), all their demesne holdings will be usurped instead.
Can be launched by nomads whose is at least 30,000 and 75% of max. Consider granting some lands to fellow clans in order to reach the 75% needed for the invasion; the Humiliate CB can also steal population from another nomad. Costs 100 prestige.
According to CB files, Nomad invasion works like a crusade. It targets a de jure kingdom; all land occupied by your vassal/allies/tributaries will be usurped by yourself (even if outside the targeted kingdom). Titles in the target kingdom held by the defender which are unoccupied will be vassalized instead.
Also known as "Nomad Expansion", this CB allows any Nomad to vassalize non-nomad or usurp nomad holdings of an independent ruler within a single de jure duchy. It costs 300 prestige. The defender can call (and can be joined by) rulers of the same faith just like in a Holy War. It has a 10 years truce, contrary to a 5 years truce for county conquest or reformed Tengri holy war.
Feuding clans can declare wars against each other to seize a single county. A Khagan cannot use this CB against a vassal clan. Cannot be used against a Nomad's capital or a county that contains a temple/castle/city.
If a khagan has the “clans want more land” alert and less than maximum number of clans, a rebel clan will emerge from one of the khagan's demesne. If the rebel clan is sucessful, they will become a vassal khan, their capital being the county they emerged from, and they also gain any counties they occupied.
Non-nomads can use this CB to take a duchy from a nomad realm. This requires a county in the target kingdom, a border, or being at most two sea zones away. The duchy must either be outside the Steppe region, or contain a non-temple settlement (castle, city, or tribe).
On victory, this vassalizes non-nomadic rulers and usurps other titles. Vassalized rulers will get a +40 "Subjugated" opinion buff towards their new liege.
AI rulers are more likely to use this CB when the duchy contains castles or cities, since they'd rather not have to deal with unproductive provinces and nomad agitation.
Wage war for a single county that is adjacent or accessible over a single sea zone. A game rule controls whether this CB is available for 25 years, 100 years, the entire campaign, or not at all.
A kingdom-level invasion CB usable only by the Great Conquerors generated at the beginning of a Shattered World game. A game rule controls how many Great Conquerors are generated across the map.
These CBs cannot be used by the player, but are triggered by events. In each case, a large army appears under the command of a landless leader. On success, the ruler takes all occupied territory, and possibly higher-level titles as well.
Without The Old Gods DLC, revolts take the form of a leaderless army that's hostile to everyone, but not at war with anyone; sometimes they will capture a province, but just as often they will disperse. With the DLC, though, they actually have leaders with titular rebel titles and they declare war on you with a special CB. There are three types:
- Nationalist rebels (e.g. "Persian Liberation Revolt") appear in foreign-cultured provinces that were once part of a kingdom or duchy of the province's culture. They are usually quite large and the leader has the Inspiring Leader trait. On success, the leader becomes an independent ruler of the culture. with the kingdom or duchy title and the nickname "The Liberator."
- Religious rebels (e.g. "Persian Zoroastrian Uprising") and heretic rebels ("Persian Manichean Uprising") are two different types, but similar. They appear in provinces of heretic or infidel religions. In the case of a heretic revolt, the leader has the Heresiarch trait. They are medium-sized. On success, the leader becomes a duke-level independent ruler.
- Peasant rebels (e.g. "Shirazian Peasant Revolt") appear in rebellious provinces not meeting either of the above criteria. They are relatively small and the leader has the Peasant Leader trait. On success, he becomes a count-level independent ruler.
In all three cases, the truce from the war lasts only 1 year. Except for peasant revolts, they usurp all occupied counties and their minor holdings, like a tribal invasion.
Landless claimants to a title may declare their intention to press their claim and recruit an army. Norse, Frankish and Norman nobles without any claims may also attempt to conquer a coastal duchy. In both cases, assassinating the leader before the war starts stops the invasion. When the war starts, the adventurer gains a duchy-level titular title named after him (e.g. "Arnulf's Host"; if he's pressing a claim, the war is called e.g. "Arnulf's Host Claim on Sicily War", otherwise "Arnulf's Conquest of Sicily" which is a special CB). Adventurers have fairly large armies (typically about as big as the total levies of the targeted realm) and are quite dangerous. They automatically receive a treasury of 500 gold.
Muslim dynasties with at least 75% decadence that rule a duchy or higher may draw the ire of a desert tribe determined to end their corrupt rule. The invasion begins in a random realm province with a very large army appearing.
Upon success, the invader gets all occupied holdings and counties (like a tribal invasion). Top-level titles are destroyed and any other duke+ titles held by the defender are usurped. The invader also gets the nickname of "the Conqueror". The Crown Authority of all king+ titles is lowered to Autonomous Vassals.
A special targeted invasion that may appear in any Sunni kingdom or empire with at least 10% decadence if no Shia caliph exists. A Shia child leader with the , and traits appears holding the duchy-tier titular title "Pretender Shia Caliphate"; the CB is "Shia Caliphate Rising in [kingdom]" e.g. "Shia Caliphate Rising in Egypt". Human-controlled Sunni realms are much less likely (MTTH 10x greater) to be targeted.
His invasion begins in a random province and invades its de jure kingdom (as long as he has at least 6 counties in it and the liege title isn't held by someone else). If he wins, he takes the kingdom title and becomes the Shia caliph, in addition to the usual "tribal invasion" type result of vassalising its de jure vassals and usurping any occupied holdings and counties. The truce lasts only 1 year, so the caliph may well attack his original target again very shortly.
- This section is Christian-centric, and most of it could be merged into Expanding your realm.
While some of these CBs you'll have merely due to your position, like the independence CB and the law change CBs, many of these can be gained on purpose.
First, the easiest type of CB to gain are claims. There are four primary ways to gain claims:
- Have your chancellor forge claims. This doesn't work for anything above the ducal level (skill of 15 needed to forge a ducal claim), unless you have the Become King of [Kingdom] ambition.
- Marry someone who has an inheritable claim. Your children will have the claim and you can then push it.
- Marry someone in your dynasty to someone who has an inheritable claim. Their children will have the claim, and you'll be able to push it.
- Invite someone with a claim to your court. You'll then be able to push it.
Expanding your realm outside your de jure borders using claims can be tricky: unless they're of your dynasty, a landless claimant to such a title will become independent when you win their war. If you want them to be your vassal instead, you will want to land them first. Since you get a +100 "Pressed my Claim" opinion bonus, you might be able to offer vassalization afterwards, but only if they're the same religion and culture as you - otherwise the "False Religion" and/or "Foreigner" penalties, along with "Not my de jure liege", mean they're unlikely to accept.
Second, de jure claims are also relatively easy to gain. If you can create a duchy or kingdom that overlaps another realm's territory, this will gain you a de jure claim, and the same applies if you usurp it. (Unfortunately, both of these require having more than half of its de jure counties already, so you'll have to find some way to get hold of those.) In addition, after pushing a claim for a duchy, you'll often have de jure claims.
Third, excommunication CBs are easy to get as long as the religion head likes you, but these won't help you grow your realm. They're good for gaining some prestige, though.
Fourth, you can get religious war CBs on essentially the entire world if you convert to a heresy (a Catholic-derived heretic will have CBs on all rulers except Orthodox and Miaphysite ones or other Catholic-derived heretics, while a Muslim heretic will have CBs on absolutely everyone except other followers of the same heresy). As a Catholic, the easiest way to get heresy to appear so that you can convert is appointing an antipope, as this lowers the moral authority of the church. The lower the moral authority of the church, the more likely heresy is to spread. Then upon the first chance you get, you should change to whatever heresy arises. Another option is to have your court chaplain research cultural tech until a heretic find appears. So while the drawbacks of heresy are severe (-30 opinion with all non-heretics, and increased rebel risk), the advantages when it comes to expansion are huge. However, note that it's a two-way street - if you convert to a Catholic heresy then all Catholic rulers get a Holy War CB on you, and the Pope may even declare a Crusade against you.
Fifth, the pope will award strong, uninheritable claims to counties and duchies held by Catholic rulers, in exchange for some prestige and an opinion penalty. If the pope is your vassal (an emperor tier ruler who claims the papacy in the name of his antipope will receive the new pope as vassal), he will never refuse a request, regardless of opinion modifiers. This allows you to obtain one county or ducal claim per 100 piety (or 50 piety with papal investiture). You can use "Request Claim" to obtain any number of claims and then utilize "Claim all" CB. This strategy allows you to conquer vast amounts of land, even entire kingdoms with enough piety, in a single war, and allows you to appoint new count and duke level vassals on the newly conquered territory.
Sometimes a war ends not with one side winning, or a white peace, but inconclusively. This happens when the war can no longer be pursued for some reason - usually because the casus belli is no longer valid. This does not, however, mean that a CB that could no longer be used leads to a war using it becoming invalid; the invalidation and usability conditions are separate, though usually related.
Some common messages are:
- [War name] ended inconclusively (Casus Belli no longer valid)
- This means that the war has become completely unjustifiable. For claim wars, this may mean the claimant died or the defender lost the wargoal for some other reason. For holy wars and crusades, it may mean the defender changed religion to one that can no longer be the target of such a war, usually by the special decision for converting to the attacker's religion. Note that a successful claim war won't invalidate other claim wars on the same title - the war simply continues against the new holder.
- [War name] ended inconclusively (Liege Change for [Defender])
- You can only attack someone if either their direct liege is one of your lieges, or they are independent. When they become a vassal of someone who isn't your liege, the defender isn't a valid target any more, so rather than transferring the war to the new liege, the war simply ends. This frequently happens when attacking rebelling vassals when their rebellion ends. Again, note this doesn't invalidate other claim wars on the same title, which instead transfer to the new holder - even if he is a vassal.
- [War name] ended inconclusively ([Defender] became unlanded)
- This is pretty self-explanatory. The defender lost all his landed titles for some reason (perhaps in another war or due to his liege revoking all his titles), and is no longer a valid war target.
- [War name] ended inconclusively ([Defender] joined [Attacker's Liege]'s war as attacker)
- A vassal warred an independent realm allied to his liege, but the liege then called the independent ruler to war as an ally. This overrides the vassal's war.
- [War Name] ended inconclusively (Realm Peace is enforced in the realm)
- Conclave only. The combatants' liege's council enforced realm peace mid-war, forcing all in-progress wars inside the realm to abort.
- [War name] ended inconclusively ([Character] has died)
- The casus belli for the war was tied to a particular character, and they died, invalidating the war. This can happen with wars to revoke a vassal, or rivalry wars.
- [War name] ended inconclusively
- Without further explanation, this probably means the war was a faction or plot war and the leader died. With the leader gone, there is no one left to enforce demands, surrender, or sign a white peace, and so the war ends.
- This may also happen in the event of a Tributary war or Free Captives war if the defender surrenders by decision.
You can identify what Casus Belli was used to declare a war by its name. In addition to the examples below, there may be an ordinal prefix indicating that this is the Nth war of that name to have been declared (several may be ongoing at once, e.g. "Byzantine Holy War for Syria" and "2nd Byzantine Holy War for Syria" might be declared at the same time, both targeting the de jure Emirate of Syria, but the parts of it in two different realms).
For some wars, the result is that someone "gains or vassalises" one or more titles. This means that titles that can be vassalised are vassalised, and all the others are gained. Generally a title is gained if vassalising would end up also vassalising a title that wasn't being targeted. For example in the case of a holy war targeting a duchy in which one of the counts had land outside that de jure duchy, the attacker doesn't become their new liege, but just usurps the target titles.
Casus belli and claims are easy to gain as long as you know what you're doing. Following these tips you should be able to expand easily.
- Most wars incur a truce which lasts either 10 years or until the death of one of the war leaders.
- Marry claimants with inheritable claims to gain more claims
- Marry your dynasty members to characters with inheritable claims (marry male claimants matrilineally if possible)
- Invite males with inheritable claims and grant them a county
- Invite pretenders and grant them a county
- Make the pope love you and you can farm prestige off of excommunication
- Go heretic and you'll have CBs on everyone
- Create or usurp duchies or kingdoms that overlap the territory of other realms
Additionally, different CBs have different values to you as a ruler. If you have more than one CB, consider pressing them in this order:
- Invasion/Crusade - you gain all land you occupy under the Kingdom title (requires a special decision with the new Crusades)
- Holy War - you gain all heretic/infidel held land in the targeted duchy
- Personal Claim - you can fill up your demesne or select the new holder of the county yourself, can push more than one on a given ruler at a time. Note that you don't get the title's vassals although they become your vassals.
- County Conquest - costs piety; can only be pressed one county at a time
- Seize County - you've already got one barony in this county, but this gives you the other 2/3rds of it.
- Dynastic Ducal/County Claim - install a member of your dynasty and add land to your realm.
- Vassal Ducal/County Claim - expands your realm, but the new holder isn't of your dynasty and you're making one of your current vassals more powerful
- Dynastic Kingdom Claim - unless you're an Emperor, this will install a dynastic ally into a Kingdom who can help you in future wars.
- Seize Coastal City - you're only getting one barony-level title out of this.
- Embargo/Excommunication - Great for bringing in money or prestige/piety, but won't expand your realm.