Interaction · Diplomatic actions
Adopt as Successor
As an Adventurer you can Adopt the recipient into your Dynasty and make them your Designated Heir
What you need
You
- You have a Adventurer Government
The character you target
To send it
- Is a courtier of you
- Opinion of actor at least 40
- Is Lowborn or of an insignificant Dynasty
- Does not have the Trait: Monk
- Does not have the Trait: Gallivanter
Also needed: available (not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity · not busy in a Mandala succession
To see it in the menu
- Is not a ruler
dynasty != scope:actor.dynasty
Adopt as Successor is a diplomatic character interaction in Crusader Kings III. The character you target needs: 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 and 7 more. 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 8 more. It costs Prestige (from 150). Patch 1.20.1.2, from game/common/character_interactions/00_adoption.txt.
Quick answers (3)
- What are the requirements for Adopt as Successor in CK3?
- The character you target: 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, Is a courtier of you, Opinion of actor at least 40, Is Lowborn or of an insignificant Dynasty, Does not have the Trait: Monk and Does not have the Trait: Gallivanter. (patch 1.20.1.2)
- How do I get the AI to accept Adopt as Successor?
- 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 and I have ambitions of more +10.
- How much does Adopt as Successor cost?
- Prestige (from 150) (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.
| Reason | Amount |
|---|---|
| Base | 0 |
At least one of my parents are alivewhen
| -15 |
I hate my current motherwhen
| +10 |
I hate my current fatherwhen
| +10 |
I love my current motherwhen
| -10 |
I love my current fatherwhen
| -10 |
Opinion of youwhen
| varies |
You are my Friendwhen
| +10 |
You are my Guardianwhen
| +10 |
I have no motherwhen
| +5 |
I have no fatherwhen
| +5 |
| I am a noble | -15 |
We have Traits in commonwhen
| varies |
| I have ambitions of more | +10 |
Acceptance (ai_accept) (176 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
}As written in game/common/character_interactions/00_adoption.txt.
What happens
If they accept
- You:
- The adoptee:
If
Then
- If has the Trait: Wild Oat: Loses the Trait Wild Oat
- If has the Trait: Bastard: Loses the Trait Bastard
- If has the Trait: Legitimized Bastard: Loses the Trait Legitimized Bastard
- If has the Trait: Disputed Heritage: Loses the Trait Disputed Heritage
If
scope:adopter.house.house_head = scope:adopter- Has the Trait: Disinherited
Then
- Loses the Trait Disinherited
- Every Child who is not Content: Opinion: Angry (-20)
If
Then
- Their heir:
If
Then
If
- Does not have the target char as grudge
Then
Otherwise
- Opinion: Grudge Exacerbated (-20)
Else if
- Has the target char as potential rival
can_set_relation_rival_trigger = { CHARACTER = scope:target_char }
Then
Otherwise
If
can_set_relation_potential_rival_trigger = { CHARACTER = scope:target_char }
Then
set_relation_potential_rival = scope:target_char
If
NOT = { scope:rival_opinion = 0 }
Then
If
- The target char: Is played by the AI
Then
- The target char gains the opinion “Hatred” of them
- Opinion: Hatred
- Gains a Rival
- If the Personal Tenets unlock tenet adoptionism sp on adopt:
- Gain +100 Piety
- Spiritual fulfillment +5
- The adoptee:
- The adoptee:
- If any relation:
- The old guardian:
remove_relation_ward = scope:adopteeIf
is_foreign_court_guest = yesNone of these
host = liegeis_playable_character = { }- Any relation:
is_playable_character = { }this = scope:old_guardian.host
Then
return_to_court = yes
- If never › The adoptee:
return_ward_travel_effect = { }
- Otherwise:
If
a check the game hides
Then
- The old guardian:
If
Then
remove_opinion = { modifier = guardian_of_heir_opinion target = scope:adoptee.liege }
Else if
- Has the opinion “Guardian of Your Relative”
None of these
- Any relation:
is_close_family_of = scope:adoptee.liege
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_opinion target = scope:adoptee.liege }
- … (more in the script below)
- … (more in the script below)
- The old guardian:
- The old guardian:
- … (more in the script below)
- If any relation:
- … (more in the script below)
Events it fires: ep3_emperor_yearly.2410, adoption.0002
• 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) (7 lines of game script)
is_shown = scope:actor = {
has_government = landless_adventurer_government
}
scope:recipient = {
is_ruler = no
dynasty != scope:actor.dynasty
}As written in game/common/character_interactions/00_adoption.txt.
Can be sent when (is_valid…) (20 lines of game script)
scope:recipient = {
is_available = yes
is_courtier_of = scope:actor
opinion = {
value >= 40
target = scope:actor
}
has_no_particular_noble_roots_trigger = yes
}
scope:recipient = {
NOT = {
has_trait = devoted
}
}
scope:recipient = {
NOT = {
has_trait = gallivanter
}
}
As written in game/common/character_interactions/00_adoption.txt.
Effects (on_send, on_accept, on_decline) (14 lines of game script)
on_accept = show_as_tooltip = {
adventurer_adopt_effect = {
CHILD = scope:recipient
ADOPTER = scope:actor
}
scope:actor = {
set_designated_heir = scope:recipient
}
}
hidden_effect = {
scope:actor = {
trigger_event = adoption.0002
}
}As written in game/common/character_interactions/00_adoption.txt.
- Category
- Diplomatic actions
- Cost: Prestige
- from 150
- Cooldown
- 2 years
- In the menu
- under More…
- ID
adventurer_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.