CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diplomatic actions

Adopt

variesRenownfrom 150Prestigefrom 100PietyvariesInfluenceThe AI weighs it

Adopt the recipient as your son

What you need

You

  • Is an Adult
  • One of these

    • Has the Trait: Compassionate
    • or

      All of these

      • One of these

        • has_sexuality = homosexual
        • or

          has_sexuality = asexual
      • Is not married
    • or

      All of these

      • Fertility at most 0.3
      • Child (less than 1):
    • or

      Your rite: The rite has The Adopt Interaction is always available, without the usual requirements (although its target must still be eligible, and a subordinate marriage partner cannot adopt)
    • or

      Your Personal Tenets unlock tenet adoptionism adoption personal active
    • or

      Has “seeks an heir” (a variable the game's script sets)
    • or

      Your culture: The Culture has the Characters of this Culture are able to offer Adoption to Children who are not directly related to any Rulers Tradition
    • or

      All of these

      • Is married
      • None of these

        • All of these

          • Any consort:
            • is_female = yes
          • is_male = yes
        • All of these

          • is_female = yes
          • Any consort:
            • is_male = yes
    • or

      Game rule set to “Always Allowed”
  • One of these

    • Is not married
    • or

      All of these

      • is_male = yes
      • matrilinear_marriage = no
    • or

      All of these

      • is_female = yes
      • matrilinear_marriage = yes
    • or

      None of these

      • All of these

        • Any consort:
          • is_female = yes
        • is_male = yes
      • All of these

        • is_female = yes
        • Any consort:
          • is_male = yes
  • If played by the AI:
    • Child (less than 2):
    • One of these

      • All of these

        • is_male = yes
        • None of these

          • Any spouse:
            • Fertility more than 0.3
            • is_female = yes
      • or

        All of these

        • is_female = yes
        • None of these

          • Any spouse:
            • is_male = yes
            • Fertility more than 0.3
      • or

        Fertility at most 0.3
  • One of these

    • Game rule not set to “Forbidden”
    • or

      Your rite: The rite has The Adopt Interaction is always available, without the usual requirements (although its target must still be eligible, and a subordinate marriage partner cannot adopt)
    • or

      Your Personal Tenets unlock tenet adoptionism adoption personal active
    • or

      You: Has “seeks an heir” (a variable the game's script sets)
    • or

      Your culture: The Culture has the Characters of this Culture are able to offer Adoption to Children who are not directly related to any Rulers Tradition
  • The target is not you

The character you target

  • Is a child
  • Is not a ruler
  • Is available (not in an army, not imprisoned, not incapable)
  • Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux
  • Busy participating in an Activity
  • You are already planning another Activity
  • You are currently busy in a Mandala succession
  • None of these

    • Any close or extended family member: Is a ruler
  • If

    a check the game hides

    Then

    • None of these

      • root.house ?= house
      • Any liege or above:
        • dynasty ?= prev.dynasty
      • Any ancestor: Is you

Adopt is a diplomatic character interaction in Crusader Kings III. The AI weighs it. Reasons the AI weighs include At least one of my parents are alive (-15), I hate my current mother (+10), I hate my current father (+10) and 9 more. It costs Renown (varies), Prestige (from 150), Piety (from 100), Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/00_adoption.txt.

for a guide, post or blog
Quick answers (2)
How do I get the AI to accept Adopt?
The AI weighs it. Its reasons: At least one of my parents are alive -15, I hate my current mother +10, I hate my current father +10, I love my current mother -10, I love my current father -10, Opinion of you, You are my Friend +10, You are my Guardian +10, I have no mother +5, I have no father +5, I am a noble -15, We have Traits in common, I have ambitions of more +10 and Spending Influence +25.
How much does Adopt cost?
Renown (varies), Prestige (from 150), Piety (from 100), Influence (varies) (patch 1.20.1.2).

Will they accept?

The AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base0
At least one of my parents are alive
when
  • One of these

    • Your father:
      • is_alive = yes
    • or

      Your mother:
      • is_alive = yes
-15
I hate my current mother
when
  • Opinion of mother at most -40
+10
I hate my current father
when
  • Opinion of father at most -40
+10
I love my current mother
when
  • Opinion of mother at least 40
-10
I love my current father
when
  • Opinion of father at least 40
-10
Opinion of you
when
  • Opinion of actor at least 40
varies
You are my Friend
when
  • Has you as friend
+10
You are my Guardian
when
  • Has you as guardian
+10
I have no mother
when
  • is_female = yes
  • One of these

    • NOT = { exists = mother }
    • or

      Your mother:
      • is_alive = no
+5
I have no father
when
  • is_male = yes
  • One of these

    • NOT = { exists = father }
    • or

      Your father:
      • is_alive = no
+5
I am a noble
when
-15
We have Traits in common
when
  • number_of_personality_traits_in_common = { target = scope:actor value >= 1 }
varies
I have ambitions of more
when
+10
Spending Influence
when
  • The option “influence send option” is chosen
+25
Acceptance (ai_accept) (181 lines of game script)
base = 0
modifier = {
	add = -15
	desc = parents_are_alive_tt
	OR = {
		father ?= {
			is_alive = yes
		}
		mother ?= {
			is_alive = yes
		}
	}
}
modifier = {
	add = 10
	desc = i_hate_my_mother_tt
	exists = mother
	mother = {
		is_alive = yes
	}
	opinion = {
		value <= medium_negative_opinion
		target = mother
	}
}
modifier = {
	add = 10
	desc = i_hate_my_father_tt
	exists = father
	father = {
		is_alive = yes
	}
	opinion = {
		value <= medium_negative_opinion
		target = father
	}
}
modifier = {
	add = -10
	desc = i_like_my_mother_tt
	exists = mother
	mother = {
		is_alive = yes
	}
	opinion = {
		value >= medium_positive_opinion
		target = mother
	}
}
modifier = {
	add = -10
	desc = i_like_my_father_tt
	exists = father
	father = {
		is_alive = yes
	}
	opinion = {
		value >= medium_positive_opinion
		target = father
	}
}
modifier = {
	add = {
		value = 5
		if = {
			limit = {
				opinion = {
					value >= high_positive_opinion
					target = scope:actor
				}
			}
			add = 10
		}
		if = {
			limit = {
				opinion = {
					value >= very_high_positive_opinion
					target = scope:actor
				}
			}
			add = 10
		}
	}
	desc = i_like_you_tt
	opinion = {
		value >= medium_positive_opinion
		target = scope:actor
	}
}
modifier = {
	add = 10
	desc = youre_my_friend_tt
	has_relation_friend = scope:actor
}
modifier = {
	add = 10
	desc = youre_my_guardian_tt
	has_relation_guardian = scope:actor
}
modifier = {
	add = 5
	desc = i_want_a_mother_tt
	scope:actor = {
		is_female = yes
	}
	OR = {
		NOT = {
			exists = mother
		}
		mother = {
			is_alive = no
		}
	}
}
modifier = {
	add = 5
	desc = i_want_a_father_tt
	scope:actor = {
		is_male = yes
	}
	OR = {
		NOT = {
			exists = father
		}
		father = {
			is_alive = no
		}
	}
}
modifier = {
	add = -15
	desc = i_am_noble_tt
	has_no_particular_noble_roots_trigger = no
}
modifier = {
	add = {
		value = 5
		if = {
			limit = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value = 2
				}
			}
			multiply = 2
		}
		else_if = {
			limit = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value = 3
				}
			}
			multiply = 3
		}
		else_if = {
			limit = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value = 4
				}
			}
			multiply = 4
		}
	}
	desc = we_are_alike_tt
	number_of_personality_traits_in_common = {
		target = scope:actor
		value >= 1
	}
}
modifier = {
	add = 10
	desc = ambition_tt
	has_trait = ambitious
}
modifier = {
	add = 25
	scope:influence_send_option = yes
	desc = INFLUENCE_INTERACTION_ACCEPTANCE_SEND_OPTION
}

As written in game/common/character_interactions/00_adoption.txt.

What happens

If they accept

  • You:
    • adopt = scope:adoptee
    • The adoptee:
    • If

      Then

      • Every Courtly Vassal (…):
        • Where:
          • None of these

            • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
        • vassal_stance = courtly
        • Opinion: Angry (-20)
    • If

      • Their faith:
        • faith_hostility_level = { target = scope:adoptee.faith value >= faith_evil_level }

      Then

      • Every Zealot Vassal (…):
        • Where:
          • None of these

            • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
        • vassal_stance = zealot
        • Opinion: Angry (-25)

      Else if

      • Their faith:
        • faith_hostility_level = { target = scope:adoptee.faith value >= faith_hostile_level }

      Then

      • Every Zealot Vassal (…):
        • Where:
          • None of these

            • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
        • vassal_stance = zealot
        • Opinion: Angry (-20)

      Else if

      • Their faith:
        • faith_hostility_level = { target = scope:adoptee.faith value >= faith_astray_level }

      Then

      • Every Zealot Vassal (…):
        • Where:
          • None of these

            • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
        • vassal_stance = zealot
        • Opinion: Angry (-10)
    • If

      • One of these

        • Their faith:
          • faith_hostility_level = { target = scope:adoptee.faith value >= faith_astray_level }
        • or

          Their culture is not the same as that of adoptee

      Then

      • Every Minority Vassal (…):
        • Where:
          • None of these

            • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
        • vassal_stance = minority
        • Opinion: Respect (+25)
    • Every Child who is not Content:
      • Where:
        • None of these

          • Is the adoptee
          • Has the Trait: Content
          • Their rite: The rite has Vassals and children who follow this Rite do not resent an adoption (-10 to -25 Opinion avoided)
      • Opinion: Angry (-20)
    • If

      • One of these

        • player_heir.age < scope:adoptee.age
        • or

          Their heir: Has the Trait: Ambitious
      • None of these

        • Their heir: Has the Trait: Humble
        • Their heir: Has the Trait: Content
        • Their heir: Has the Trait: Forgiving
        • Their heir:
          • One of these

            • has_personal_tenet = tenet_adoptionism
            • or

              Their rite: The rite has the tenet Adoptionism

      Then

      • Their heir:
        • If

          • The target char: Highest held Title is more than Barony Rank
          • One of these

            • Highest held Title is at most Barony Rank
            • or

              highest_held_title_tier <= { value = scope:target_char.highest_held_title_tier subtract = 3 }
          • None of these

            • Is family of the target char
            • Is the target char’s consort
            • Any heir title:
              • tier >= { value = scope:target_char.highest_held_title_tier subtract = 2 }

          Then

          • If

            • Does not have the target char as grudge

            Then

            • If a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)
              Else if a check the game hides passes: the same again (1 line)

              Otherwise

            Otherwise

            • Opinion: Grudge Exacerbated (-20)

          Else if

          • … (more in the script below)
        • … (more in the script below)
    • … (more in the script below)
  • … (more in the script below)

Options when sending

  • Offer Influence

Events it fires: adoption.0001

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

Who can use it and sees it (is_available, is_shown) (137 lines of game script)
is_available = is_adult = yes
OR = {
	has_trait = compassionate
	AND = {
		OR = {
			has_sexuality = homosexual
			has_sexuality = asexual
		}
		is_married = no
	}
	AND = {
		fertility <= low_fertility
		any_child = {
			count < 1
		}
	}
	rite ?= {
		rite_has_parameter = tenet_adoptionism_adoption_always_possible
	}
	has_personal_tenet_flag = tenet_adoptionism_adoption_personal_active
	has_variable = seeks_an_heir
	culture ?= {
		has_cultural_parameter = allows_adoption
	}
	AND = {
		is_married = yes
		NOR = {
			AND = {
				any_consort = {
					is_female = yes
				}
				is_male = yes
			}
			AND = {
				is_female = yes
				any_consort = {
					is_male = yes
				}
			}
		}
	}
	has_game_rule = adoption_always_allowed
}
OR = {
	is_married = no
	AND = {
		is_male = yes
		matrilinear_marriage = no
	}
	AND = {
		is_female = yes
		matrilinear_marriage = yes
	}
	NOR = {
		AND = {
			any_consort = {
				is_female = yes
			}
			is_male = yes
		}
		AND = {
			is_female = yes
			any_consort = {
				is_male = yes
			}
		}
	}
}
trigger_if = {
	limit = {
		is_ai = yes
	}
	any_child = {
		count < 2
	}
	OR = {
		AND = {
			is_male = yes
			NOT = {
				any_spouse = {
					fertility > low_fertility
					is_female = yes
				}
			}
		}
		AND = {
			is_female = yes
			NOT = {
				any_spouse = {
					is_male = yes
					fertility > low_fertility
				}
			}
		}
		fertility <= low_fertility
	}
}
is_shown = OR = {
	NOT = {
		has_game_rule = no_adoption
	}
	rite ?= {
		rite_has_parameter = tenet_adoptionism_adoption_always_possible
	}
	has_personal_tenet_flag = tenet_adoptionism_adoption_personal_active
	scope:actor = {
		has_variable = seeks_an_heir
	}
	scope:actor.culture ?= {
		has_cultural_parameter = allows_adoption
	}
}
scope:recipient != scope:actor
scope:recipient = {
	is_adult = no
	is_ruler = no
	is_available = yes
	NOT = {
		any_close_or_extended_family_member = {
			is_ruler = yes
		}
	}
	trigger_if = {
		limit = {
			exists = house
		}
		NOR = {
			scope:actor.house ?= house
			any_liege_or_above = {
				dynasty ?= prev.dynasty
			}
			any_ancestor = {
				this = scope:actor
			}
		}
	}
}

As written in game/common/character_interactions/00_adoption.txt.

Effects (on_send, on_accept, on_decline) (11 lines of game script)
on_accept = show_as_tooltip = {
	adopt_effect = {
		CHILD = scope:recipient
		ADOPTER = scope:actor
	}
}
hidden_effect = {
	scope:actor = {
		trigger_event = adoption.0001
	}
}

As written in game/common/character_interactions/00_adoption.txt.

Category
Diplomatic actions
Cost: Renown
varies
Cost: Prestige
from 150
Cost: Piety
from 100
Cost: Influence
varies
In the menu
under More…
ID
adopt_interaction

Source: game/common/character_interactions/00_adoption.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.

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