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

Adopt into House

from 150Prestigefrom 100PietyvariesInfluenceThe AI weighs it (the answer is partly random)

Adopt the recipient as a member of House …

What you need

You

To send it

  • Is an Adult
  • The recruitee:
    • is_hostage = no
    • … is traveling to become a Hostage
    • Already under negotiation to become someone's Ward
    • Already under negotiation to become someone's Guardian
    • If a child: Is an unrelated child
    • None of these

      • Is imprisoned
      • Is Leasing holdings from their Liege
      • is_diarch = yes
      • If

        • Their host: Is played by a person
        • Is not the recruiter’s player heir

        Then

        • is_player_heir_of = host
      • If

        • Their host: Is played by the AI
        • Is not the recruiter’s player heir

        Then

        • is_primary_heir_of = host
      • If

        a check the game hides

        Then

        • is_consort_of = host
      • If

        a check the game hides

        Then

        • Their host: They is pressing … Claim
      • If

        a check the game hides

        Then

        • One of these

          • is_councillor_of = scope:recruitee.host
          • or

            is_knight_of = scope:recruitee.host
          • or

            Any relation:
            • One of these

              • this = scope:recruitee.host
              • or

                is_close_family_of = scope:recruitee.host
          • or

            Any relation:
            • One of these

              • this = scope:recruitee.host
              • or

                is_close_family_of = scope:recruitee.host
          • or

            Any relation:
            • One of these

              • this = scope:recruitee.host
              • or

                is_close_family_of = scope:recruitee.host
          • or

            Any relation:
            • One of these

              • this = scope:recruitee.host
              • or

                is_close_family_of = scope:recruitee.host
          • or

            Any court position employer:
            • this = scope:recruitee.host
      • If

        Then

      • They is in a Matrilineal marriage and their partner is employed by their liege
      • They is in a Patrilineal marriage and their partner is employed by their liege
      • You recently tried to Imprison They
      • They is a merchant traveling on a nomad ruler's order

To see it in the menu

The character you target

To send it

  • Is at least 10 years old
  • If

    a check the game hides

    Then

  • Is not a ruler
  • Does not have the Trait: Monk
  • 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 of the same house as you
  • No ancestor:

Adopt into House is a friendly character interaction in Crusader Kings III. You need: Is an Adult. 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 5 more. The AI weighs it (the answer is partly random). Reasons the AI weighs include Child reluctant to leave living parent's House (-15), Close Family of House Head (-15), Weak Hook used (+40) and 15 more. It costs Prestige (from 150), Piety (from 100), Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Adopt into House in CK3?
You: Is an Adult. 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 at least 10 years old, Is not a ruler and Does not have the Trait: Monk. (patch 1.20.1.2)
How do I get the AI to accept Adopt into House?
The AI weighs it (the answer is partly random). Its reasons: Child reluctant to leave living parent's House -15, Close Family of House Head -15, Weak Hook used +40, I get Gold +25, I already have a House -15, My House is a Powerful Family -10, My House is a Dominant Family -25, Your House is a Powerful Family +10, Your House is a Dominant Family +25, I hate my House Head +15, I like my House Head -15, You are my Friend +10, You are my Guardian +10, I am Lowborn +10, I am a noble -15, I have ambitions of more +10, Relative House Family Rating, Relative House Level of Splendor, My House is smaller +10, Your Faith is …, Faith Hostility to Realm State Rite, …-… Cultural Acceptance, …-… Cultural Acceptance, Noble Family Adoption is foreign Tradition -10 and Their Age.
How much does Adopt into House cost?
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; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base0
Child reluctant to leave living parent's House
when
  • Any parent: Is of the same house as the target
-15
Close Family of House Head
when
  • is_close_family_of = house.house_head
-15
Weak Hook used
when
+40
I get Gold
when
  • The option “gold” is chosen
+25
I already have a House-15
My House is a Powerful Family
when
  • Your house:
    • is_powerful_family = yes
-10
My House is a Dominant Family
when
  • Your house:
    • is_dominant_family = yes
-25
Your House is a Powerful Family
when
  • Your house:
    • is_powerful_family = yes
+10
Your House is a Dominant Family
when
  • Your house:
    • is_dominant_family = yes
+25
Their opinion of you × 0.5varies
I hate my House Head
when
  • If

    a check the game hides

    Then

    • Your house: Does not have the house check as house head
  • Opinion of house.house_head at most -40
+15
I like my House Head
when
  • If

    a check the game hides

    Then

    • Your house: Does not have the house check as house head
  • Opinion of house.house_head at least 40
-15
You are my Friend
when
  • Has you as friend
+10
You are my Guardian
when
  • Has you as guardian
+10
I am Lowborn+10
I am a noble
when
-15
I have ambitions of more
when
+10
Relative House Family Rating
when
  • house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
varies
Relative House Level of Splendor
when
  • scope:recipient.dynasty.dynasty_prestige_level != scope:actor.dynasty.dynasty_prestige_level
varies
My House is smaller
when
  • Your house: House member (less than 5):
  • Your house: House member (at least 5):
+10
Your Faith is …
when
  • Your faith:
    • faith_hostility_level = { target = scope:actor.faith value >= faith_astray_level }
varies
Faith Hostility to Realm State Rite
when
  • Your rite:
    • rite_hostility_level = { target = scope:actor.top_liege.primary_title.state_rite value >= faith_astray_level }
varies
…-… Cultural Acceptance
when
  • Your culture is the same as that of actor
  • scope:recipient.culture.cultural_acceptance(scope:actor.culture) < 50
varies
…-… Cultural Acceptance
when
  • Your culture is the same as that of actor
  • scope:recipient.culture.cultural_acceptance(scope:actor.culture) >= 50
varies
Noble Family Adoption is foreign Tradition
when
-10
Their Age
when
  • Is at least 31 years old
varies
Acceptance (ai_accept) (216 lines of game script)
base = 0
modifier = {
	exists = house
	any_parent = {
		is_alive = yes
		house = scope:recipient.house
	}
	add = -15
	desc = MY_PARENT_HOUSE
}
modifier = {
	exists = house.house_head
	is_close_family_of = house.house_head
	add = -15
	desc = CLOSE_FAMILY_OF_HOUSE_HEAD
}
modifier = {
	scope:hook = yes
	add = 40
	desc = SCHEME_WEAK_HOOK_USED
}
modifier = {
	scope:gold = yes
	add = 25
	desc = SCHEME_WITH_GIFT_SIGNIFICANT
}
modifier = {
	add = -15
	desc = I_ALREADY_HAVE_A_HOUSE
	exists = house.house_head
}
modifier = {
	add = -10
	desc = MY_HOUSE_IS_POWERFUL
	house ?= {
		is_powerful_family = yes
	}
}
modifier = {
	add = -25
	desc = MY_HOUSE_IS_DOMINANT
	house ?= {
		is_dominant_family = yes
	}
}
modifier = {
	scope:actor.house = {
		is_powerful_family = yes
	}
	add = 10
	desc = YOUR_FAMILY_IS_POWERFUL
}
modifier = {
	scope:actor.house = {
		is_dominant_family = yes
	}
	add = 25
	desc = YOUR_FAMILY_IS_DOMINANT
}
opinion_modifier = {
	opinion_target = scope:actor
	multiplier = 0.5
}
modifier = {
	add = 15
	desc = I_HATE_MY_HOUSE_HEAD
	exists = house.house_head
	is_house_head = no
	opinion = {
		value <= medium_negative_opinion
		target = house.house_head
	}
}
modifier = {
	add = -15
	desc = I_LIKE_MY_HOUSE_HEAD
	exists = house.house_head
	is_house_head = no
	opinion = {
		value >= medium_positive_opinion
		target = house.house_head
	}
}
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 = 10
	desc = I_WANT_A_HOUSE
	NOT = {
		exists = house
	}
}
modifier = {
	add = -15
	desc = i_am_noble_tt
	has_no_particular_noble_roots_trigger = no
}
modifier = {
	add = 10
	desc = ambition_tt
	has_trait = ambitious
	has_no_particular_noble_roots_trigger = yes
}
modifier = {
	exists = scope:actor.house
	exists = scope:recipient.house
	house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
	add = {
		value = scope:actor.house.house_power_score
		subtract = scope:recipient.house.house_power_score
	}
	desc = RELATIVE_FAMILY_RATING
}
modifier = {
	exists = scope:actor.house
	exists = house
	scope:recipient.dynasty.dynasty_prestige_level != scope:actor.dynasty.dynasty_prestige_level
	add = {
		value = scope:actor.dynasty.dynasty_prestige_level
		subtract = scope:recipient.dynasty.dynasty_prestige_level
		multiply = 10
	}
	desc = RELATIVE_FAMILY_RENOWN
}
modifier = {
	house ?= {
		any_house_member = {
			count < 5
			is_alive = yes
		}
	}
	scope:actor.house ?= {
		any_house_member = {
			count >= 5
			is_alive = yes
		}
	}
	add = 10
	desc = MY_HOUSE_IS_SMALL
}
modifier = {
	faith = {
		faith_hostility_level = {
			target = scope:actor.faith
			value >= faith_astray_level
		}
	}
	add = {
		value = faith.faith_hostility_level(scope:actor.faith)
		multiply = -10
	}
	desc = FAITH_HOSTILITY_LEVEL
}
modifier = {
	exists = scope:actor.top_liege.primary_title.state_rite
	rite = {
		rite_hostility_level = {
			target = scope:actor.top_liege.primary_title.state_rite
			value >= faith_astray_level
		}
	}
	add = {
		value = rite.rite_hostility_level(scope:actor.top_liege.primary_title.state_rite)
		multiply = -5
	}
	desc = FAITH_HOSTILITY_LEVEL_STATE_FAITH
}
modifier = {
	culture != scope:actor.culture
	scope:recipient.culture.cultural_acceptance(scope:actor.culture) < 50
	add = {
		value = 50
		subtract = scope:recipient.culture.cultural_acceptance(scope:actor.culture)
		multiply = -0.25
		round = yes
	}
	desc = CULTURAL_ACCEPTANCE
}
modifier = {
	culture != scope:actor.culture
	scope:recipient.culture.cultural_acceptance(scope:actor.culture) >= 50
	add = {
		value = scope:recipient.culture.cultural_acceptance(scope:actor.culture)
		subtract = 50
		multiply = 0.25
		round = yes
	}
	desc = CULTURAL_ACCEPTANCE
}
modifier = {
	NOT = {
		culture = {
			has_cultural_parameter = allows_noble_family_adoption
		}
	}
	add = -10
	desc = NOBLE_FAMILY_ADOPTION_NOT_CULTURAL
}
modifier = {
	exists = house
	age >= 31
	add = {
		value = age
		subtract = 30
		multiply = -1
	}
	desc = THEIR_AGE_REASON
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

What happens

If they accept

  • The character you target:
    • If

      a check the game hides

      Then

      • Their house’s house head:
        • If

          Then

          • Opinion: Adopted My House Member (+25)

          Otherwise

          • Opinion: Adopted My House Member (-25)
        • If

          • has_hook_of_type = { type = house_head_hook target = scope:recipient }

          Then

          • remove_hook = { type = house_head_hook target = scope:recipient }
  • You:
    • If

      • The option “gold” is chosen

      Then

      • Pay gold to the target
    • If

      Then

      • Use a Hook on the target
    • The character you target:
      • set_house = scope:actor.house
    • Their house:
      • Every Zealous House member:
        • Where:
          • Ai zeal at least 35
          • Their faith:
            • faith_hostility_level = { target = scope:recipient.faith value >= faith_astray_level }
        • Opinion: Adopted New House Member (-20)
      • Every Close Family member in House …:
        • Only some of them (the filter is in the script below)
        • Opinion: Adopted New House Member (-10)
  • The character you target:
    • 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

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

              Else if

              • Has the opinion “Parochial Guardian of Your Relative”
              • None of these

                • Any relation:
                  • is_close_family_of = scope:adoptee.liege

              Then

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

              a check the game hides

              Then

              • var:guardian_liege:
                • 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

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

                  Else if

                  • Has the opinion “Parochial Guardian of Your Relative”
                  • None of these

                    • Any relation:
                      • is_close_family_of = scope:adoptee.liege

                  Then

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

      • NOT = { scope:destination_province = scope:recipient.location }

      Then

      • Sets out on a journey (a travel plan)
      • … must first Travel to … court

      Else if

      • You:
        • NOT = { is_in_the_same_court_as = scope:recipient }

      Then

      • You:
        • add_courtier = scope:recipient

If they refuse

  • The character you target:
    • If

      • You: Is played by the AI

      Then

      • You gains the opinion “Angry” (-20) of them
    • If played by the AI: Opinion: Respect (-10)

Options when sending

  • Use Gold
  • Use a Hook

Events it fires: ep3_interactions_events.0400

• 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) (29 lines of game script)
is_available = house.house_head ?= {
	any_held_title = {
		is_noble_family_title = yes
	}
}
culture ?= {
	has_cultural_parameter = allows_noble_family_adoption
}
is_house_head = yes
trigger_if = {
	limit = {
		is_ai = yes
	}
	house ?= {
		any_house_member = {
			count <= 5
			is_alive = yes
		}
	}
}
is_shown = scope:actor != scope:recipient
scope:recipient = {
	NOR = {
		house ?= scope:actor.house
		any_ancestor = {
			this = scope:actor
		}
	}
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Can be sent when (is_valid…) (25 lines of game script)
scope:actor = {
	is_adult = yes
}
can_recruit_character_to_court_trigger = {
	RECRUITER = scope:actor
	RECRUITEE = scope:recipient
}
scope:recipient = {
	is_available = yes
	age >= 10
	trigger_if = {
		limit = {
			exists = house.house_head
		}
		custom_tooltip = {
			text = adopt_interaction_noble_family_is_not_house_head_tt
			scope:recipient.house.house_head != scope:recipient
		}
	}
	is_ruler = no
	NOT = {
		has_trait = devoted
	}
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Effects (on_send, on_accept, on_decline) (49 lines of game script)
on_accept = show_as_tooltip = {
	noble_family_adoption_effect = {
		ADOPTEE = scope:recipient
		ADOPTER = scope:actor
	}
}
hidden_effect = {
	scope:actor = {
		trigger_event = ep3_interactions_events.0400
	}
}
on_decline = scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_bad
		title = noble_family_adoption_effect_toast
		left_icon = scope:recipient
		right_icon = scope:actor
		scope:recipient = {
			send_interface_toast = {
				type = event_toast_effect_bad
				title = noble_family_adoption_effect_toast
				left_icon = scope:recipient
				right_icon = scope:actor
				if = {
					limit = {
						scope:actor = {
							is_ai = yes
						}
					}
					reverse_add_opinion = {
						modifier = angry_opinion
						opinion = -20
						target = scope:actor
					}
				}
				if = {
					limit = {
						is_ai = yes
					}
					add_opinion = {
						modifier = respect_opinion
						opinion = -10
						target = scope:actor
					}
				}
			}
		}
	}
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Category
Friendly actions
Cost: Prestige
from 150
Cost: Piety
from 100
Cost: Influence
varies
Again on the same character
after 5 years
In the menu
under More…
ID
noble_family_adoption_interaction

Source: game/common/character_interactions/06_ep3_interactions.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. “…” marks words the game fills in at play time (a name, a title).

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