Interaction · Friendly actions
Adopt into House
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 = yesIf
- 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
One of these
is_councillor_of = scope:recruitee.hostor
is_knight_of = scope:recruitee.hostor
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any court position employer:this = scope:recruitee.host
If
- The recruiter: Has a Adventurer Government
Then
- Adventurers may only invite their Player Heir, Soulmate, Best Friend, or Spouses to their Camp
- 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
- Your house’s house head › Any held title: The … is a Noble Family Title
- Your culture: The Culture has the Noble Family House Heads may use the Adopt into House Interaction Tradition
If
a check the game hides
Then
- Your house: Has the house check as house head
- If played by the AI › Your house: House member (at most 5):
The character you target
To send it
- Is at least 10 years old
- 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.
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.
| Reason | Amount |
|---|---|
| Base | 0 |
Child reluctant to leave living parent's Housewhen
| -15 |
Close Family of House Headwhen
| -15 |
Weak Hook usedwhen
| +40 |
I get Goldwhen
| +25 |
| I already have a House | -15 |
My House is a Powerful Familywhen
| -10 |
My House is a Dominant Familywhen
| -25 |
Your House is a Powerful Familywhen
| +10 |
Your House is a Dominant Familywhen
| +25 |
| Their opinion of you × 0.5 | varies |
I hate my House Headwhen
| +15 |
I like my House Headwhen
| -15 |
You are my Friendwhen
| +10 |
You are my Guardianwhen
| +10 |
| I am Lowborn | +10 |
| I am a noble | -15 |
| I have ambitions of more | +10 |
Relative House Family Ratingwhen
| varies |
Relative House Level of Splendorwhen
| varies |
My House is smallerwhen
| +10 |
Your Faith is …when
| varies |
Faith Hostility to Realm State Ritewhen
| varies |
…-… Cultural Acceptancewhen
| varies |
…-… Cultural Acceptancewhen
| varies |
Noble Family Adoption is foreign Traditionwhen
| -10 |
Their Agewhen
| 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:
- You:
If
- The option “gold” is chosen
Then
- Pay gold to 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)
- Where:
- Every Close Family member in House …:
- Only some of them (the filter is in the script below)
- Opinion: Adopted New House Member (-10)
- Every Zealous House member:
- The character you target:
- 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 }
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
- Any relation:
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
- Any relation:
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
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_parochial_opinion target = scope:adoptee.liege }
- The old guardian:
- The old guardian:
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 any relation:
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).