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

Adopt as Successor

from 150PrestigeThe AI weighs it

As an Adventurer you can Adopt the recipient into your Dynasty and make them your Designated Heir

What you need

You

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.

for a guide, post or blog
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.

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
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:
    • Every Child who is not Content: Opinion: Angry (-20)
    • If

      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

          • Has the target char as potential rival
          • can_set_relation_rival_trigger = { CHARACTER = scope:target_char }

          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

          • 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:
    • If any relation:
      • The old guardian:
        • remove_relation_ward = scope:adoptee
        • If

          • is_foreign_court_guest = yes
          • None of these

            • host = liege
            • is_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

              Then

              • remove_opinion = { modifier = guardian_of_relative_opinion target = scope:adoptee.liege }
            • If

              Then

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

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