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

Demand Conversion

variesInfluenceAccepted automatically in some cases; otherwise the AI weighs it

Demand that the recipient converts to your Faith (From … to …)

What you need

You

To send it

  • The character you target:
  • You:
    • If

      • Government is Adventurer
      • The character you target: Is a courtier of you

      Then

      • Adventurers require the Portable Shrine upgrade for the Baggage Train to convert Followers
    • You cannot demand conversions as a Zealous follower of the Way of the Nomad
  • If

    • The character you target:
      • Has “cannot be converted by value” (a variable the game's script sets)
      • Cannot be converted by value is scope:puppet or actor

    Then

    • You have promised to not convert … until …
  • … cannot take overt hostile actions against … Diarch
  • The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith

To see it in the menu

  • If played by the AI: Is an Adult
  • Your faith is not the target’s

The character you target

  • Is a courtier of you
  • Is not a ruler
  • Is not imprisoned

Demand Conversion is a religious character interaction in Crusader Kings III. You need: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Clergy acting towards a secular Ruler (+20), You … their Liege (+50), Weak Hook used (+50) and 34 more. It costs Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Demand Conversion in CK3?
You: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. (patch 1.20.1.2)
How do I get the AI to accept Demand Conversion?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Clergy acting towards a secular Ruler +20, Relative Level of Devotion, You … their Liege +50, Difference between the recipient's and your Learning Skill, Fervent Proselytism - our Learning advantage counts twice, Weak Hook used +50, Ecclesiastical Estate Building added +15, Ecclesiastical Estate Building added +30, Ecclesiastical Estate Building added +45, Awe of the Grand Cathedral +5, Awe of the Grand Cathedral +10, Consecrated to Saint Paul +10, You are the The Savior of … +30, Herald +75, I have Divine Blood +15, The recipient is Stubborn -15, The recipient is Fickle +10, The recipient is Zealous -100, The recipient is not Cynical -50, The recipient is a Heresiarch -100, Difference between … and … Fervor, … Tenet - Adaptability -20, … Tenet - Literalism -20, My Literalism Personal Tenet and Religious Scholar Trait +20, My Monophysitism Personal Tenet +20, Declining to Convert is a Crime +50, Intimidated by you, Terrified of you, The recipient's Dynasty has Strange Gods +50, You have the flame of persia Modifier +20, Strong Believers Cultural Tradition -50, The recipient's Level of Devotion, The recipient practices the State Rite -150, The recipient does not practice the State Rite +100, You have been anointed to proselytize +25, You have been anointed to proselytize +10, Spending Influence +25, The recipient will never convert willingly -1,500, We follow the Devaraja +25, The Reverence Decree is active +25, You … the Dar al-Islam Title and the recipient is a Muslim +75, High Spiritual Fulfillment +15, Low Spiritual Fulfillment -10 and …: + +25.
How much does Demand Conversion cost?
Influence (varies) (patch 1.20.1.2).

Will they accept?

Accepted automatically when:

  • They use their Hook on …

Otherwise 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
Clergy acting towards a secular Ruler
when
+20
Relative Level of Devotion
when
  • Your Personal Tenets unlock tenet celestial hierarchy interaction acceptance
  • Your faith is the same as that of recipient
varies
You … their Liege+50
Their opinion of youvaries
Difference between the recipient's and your Learning Skillvaries
Fervent Proselytism - our Learning advantage counts twice
when
  • Your rite: The rite has Your Learning advantage counts twice when demanding Characters convert
varies
Weak Hook used
when
+50
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_1
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_1
+15
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_2
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_2
+30
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_3
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_3
+45
Awe of the Grand Cathedral
when
  • Your domicile:
    • has_domicile_parameter = estate_cathedral_awe_1
+5
Awe of the Grand Cathedral
when
  • Your domicile:
    • has_domicile_parameter = estate_cathedral_awe_2
+10
Consecrated to Saint Paul
when
  • Has the Modifier: Consecrated to Saint Paul
+10
You are the The Savior of …
when
+30
Herald
when
+75
I have Divine Blood
when
+15
The recipient is Stubborn
when
-15
The recipient is Fickle
when
+10
The recipient is Zealous
when
-100
The recipient is not Cynical
when
-50
The recipient is a Heresiarch
when
-100
Difference between … and … Fervor
when
  • root.faith.fervor != scope:recipient.faith.fervor
varies
… Tenet - Adaptability
when
  • The target’s rite: The rite has County Conversion Resistance: +30%
  • The character you target: Is a vassal (or below) of you
-20
… Tenet - Literalism
when
  • The target’s rite: The rite has Characters of this Faith are less likely to be converted away from it
  • The character you target: Is a vassal (or below) of you
-20
My Literalism Personal Tenet and Religious Scholar Trait
when
+20
My Monophysitism Personal Tenet
when
  • Your Personal Tenets unlock tenet monophysitism conversion conviction
  • The character you target:
    • Their faith is not the same as that of puppet or actor
    • faith.religion = scope:puppet_or_actor.faith.religion
+20
Declining to Convert is a Crime
when
  • One of these

    • Holds Ministry of Rites
    • or

      Your rite:
      • If

        • The character you target:
          • Their top liege: Government allows: state faith
          • rite = scope:recipient.top_liege.primary_title.state_rite

        Then

        • Never
      • One of these

        • rite_religion_tag = christianity_religion
        • or

          rite_religion_tag = islam_religion
        • or

          rite_religion_tag = judaism_religion
        • or

          rite_religion_tag = zoroastrianism_religion
      • NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }
  • The character you target: Is a vassal (or below) of you
+50
Intimidated by you
when
  • Your government is not Adventurer
  • The character you target:
    • has_dread_level_towards = { target = scope:puppet_or_actor level = 1 }
intimidated_halved_reason_value
Terrified of you
when
  • Your government is not Adventurer
  • The character you target:
    • has_dread_level_towards = { target = scope:puppet_or_actor level = 2 }
cowed_halved_reason_value
The recipient's Dynasty has Strange Gods
when
+50
You have the flame of persia Modifier
when
  • Your dynasty:
    • has_dynasty_modifier = fp3_rekindler_of_iran_modifier
+20
Strong Believers Cultural Tradition
when
-50
The recipient's Level of Devotion
when
  • The character you target: Piety level more than 1
their piety level × -10
The recipient practices the State Rite
when
  • The character you target:
    • Government allows: state faith
    • Their top liege: Government allows: state faith
    • rite = top_liege.primary_title.state_rite
-150
The recipient does not practice the State Rite
when
  • The character you target:
    • Government allows: state faith
    • Their top liege: Government allows: state faith
    • rite != top_liege.primary_title.state_rite
+100
You have been anointed to proselytize+25
You have been anointed to proselytize+10
Spending Influence
when
  • The option “influence send option” is chosen
+25
The recipient will never convert willingly-1,500
We follow the Devaraja
when
+25
The Reverence Decree is active
when
  • has_realm_law_flag = vassals_more_inclined_to_convert
+25
You … the Dar al-Islam Title and the recipient is a Muslim
when
  • Holds Dar al-Islam
  • The character you target: Their religion is Islam
+75
High Spiritual Fulfillment
when
  • has_fulfillment_parameter = sp_easier_conversion
+15
Low Spiritual Fulfillment
when
  • has_fulfillment_parameter = sp_harder_conversion
-10
…: +
when
  • top_participant_group:the_christian_church:
    • has_participant_group_parameter = the_christian_church_easier_faith_conversion
+25
Acceptance (ai_accept) (11 lines of game script)
base = 0
celestial_hierarchy_acceptance_modifier = {
	ACTOR = scope:actor
	RECIPIENT = scope:recipient
}
modifier = {
	add = 50
	desc = EDUCATE_CHILD_ACTOR_IS_MY_LIEGE
}
religion_demand_conversion_default_modifier = yes
religion_demand_conversion_christian_situation_modifier = yes

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

What happens

If they accept

  • If

    • You: Confession penalty var is scope:recipient

    Then

    • You: Loses “Confession Penalty”
  • You › If government uses the Mandala Capital Temple Complex Great Project and Great Building:
  • Every in list:
    • If

      • No
      • Their faith is the same as that of recipient

      Then

      • If

        a check the game hides

        Then

        • clean_convert_modifier_effect = { }
        • If

          • knows_rite_level = { target = scope:conversion_rite value < 0.6 }

          Then

          • set_piety_level = { value = 0 }
          • Gains 100 Stress
          • add_piety = { value = piety multiply = -1 }
          • Gains the modifier “Foolish Convert” for 5 years

          Else if

          • knows_rite_level = { target = scope:conversion_rite value < 0.8 }

          Then

          Otherwise

          • add_piety = { value = piety multiply = -0.5 }
          • Gains the modifier “Informed Convert” for 5 years
        • set_character_rite = scope:conversion_rite
        • If

          • Their liege’s capital county’s clerical region’s holder:
            • Their domicile:
              • has_domicile_parameter = estate_baptistery
            • Is of the same rite as you
          • Their liege’s domicile:
            • has_domicile_parameter = estate_baptistery

          Then

        Otherwise

        • clean_convert_modifier_effect = { }
        • If

          • knows_rite_level = { target = scope:puppet_or_actor.rite value < 0.6 }

          Then

          • set_piety_level = { value = 0 }
          • Gains 100 Stress
          • add_piety = { value = piety multiply = -1 }
          • Gains the modifier “Foolish Convert” for 5 years

          Else if

          • knows_rite_level = { target = scope:puppet_or_actor.rite value < 0.8 }

          Then

          Otherwise

          • add_piety = { value = piety multiply = -0.5 }
          • Gains the modifier “Informed Convert” for 5 years
        • set_character_rite = scope:puppet_or_actor.rite
        • If

          • Their liege’s capital county’s clerical region’s holder:
            • Their domicile:
              • has_domicile_parameter = estate_baptistery
            • Is of the same rite as you
          • Their liege’s domicile:
            • has_domicile_parameter = estate_baptistery

          Then

      • If

        • No secret:
        • NOT = { scope:old_faith = faith }

        Then

        • add_secret = { type = secret_crypto_religionist }
      • Every in list:
        • If

          • prev != this

          Then

          • The crypto religionist secret:
            • reveal_to_without_events_effect = { CHARACTER = prev }

      Otherwise

      • If

        a check the game hides

        Then

        • clean_convert_modifier_effect = { }
        • If

          • knows_rite_level = { target = scope:conversion_rite value < 0.6 }

          Then

          • set_piety_level = { value = 0 }
          • Gains 100 Stress
          • add_piety = { value = piety multiply = -1 }
          • Gains the modifier “Foolish Convert” for 5 years
            • Learning -3
            • … (more in the script below)
        • … (more in the script below)
      • … (more in the script below)
  • … (more in the script below)

If they refuse

  • The character you target:
    • If

      • You:
        • One of these

          • Holds Ministry of Rites
          • or

            Your rite:
            • If

              • The character you target:
                • Their top liege: Government allows: state faith
                • rite = scope:recipient.top_liege.primary_title.state_rite

              Then

              • Never
            • One of these

              • rite_religion_tag = christianity_religion
              • or

                rite_religion_tag = islam_religion
              • or

                rite_religion_tag = judaism_religion
              • or

                rite_religion_tag = zoroastrianism_religion
            • NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }
      • The character you target: Is a vassal (or below) of you

      Then

      • You gains the opinion “Resisted Conversion” of them

      Otherwise

      • Opinion: Demanded My Conversion (-10)
  • If

    • Your house › House member (at least 60%): Their faith is the same as that of puppet or actor

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }

    Else if

    • Your house › House member (at least 60%): Their faith is the same as that of recipient

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }
  • If

    • Your top liege: Government allows: state faith
    • The character you target:
      • Their top liege: Government allows: state faith
      • rite = top_liege.primary_title.state_rite

    Then

    • The character you target: Gain +100 Piety

Options when sending

  • Use a Hook
  • Offer Influence

Events it fires: false_conversion.0900

• 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) (16 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	is_adult = yes
}
is_shown = scope:actor.faith != scope:recipient.faith
scope:recipient = {
	is_courtier_of = scope:actor
}
scope:recipient = {
	is_ruler = no
}
scope:recipient = {
	is_imprisoned = no
}

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

Can be sent when (is_valid…) (1 line of game script)
valid_demand_conversion_conditions_trigger = yes

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

Effects (on_send, on_accept, on_decline) (87 lines of game script)
on_accept = demand_conversion_interaction_effect = yes
hidden_effect = {
	scope:actor = {
		send_interface_message = {
			type = event_religious_good
			title = ask_for_conversion_courtier_interaction.tt
			left_icon = scope:recipient
			scope:recipient = {
				show_as_tooltip = {
					demand_conversion_interaction_effect = yes
				}
			}
		}
	}
}
if = {
	limit = {
		scope:hook = yes
	}
	scope:actor = {
		if = {
			limit = {
				has_usable_hook = scope:recipient
			}
			use_hook = scope:recipient
		}
	}
	scope:recipient = {
		save_scope_value_as = {
			name = forcibly_converted
			value = yes
		}
	}
}
accept_faith_conversion_add_clan_unity_effect = yes
state_faith_conversion_add_piety_effect = yes
scope:actor = {
	if = {
		limit = {
			any_character_struggle = {
				involvement = involved
				has_struggle_phase_parameter = piety_from_converting_involved_rulers
				is_secondary_character_involvement_involved_trigger = {
					CHAR = scope:recipient
				}
			}
		}
		add_piety = medium_piety_gain
	}
}
conversion_tenet_acts_of_the_apostles_effect = yes
conversion_tenet_mendicant_preachers_effect = yes
on_decline = scope:recipient = {
	if = {
		limit = {
			scope:actor = {
				refusing_conversion_is_crime_trigger = {
					CHARACTER = scope:recipient
				}
			}
			scope:recipient = {
				target_is_liege_or_above = scope:actor
			}
		}
		reverse_add_opinion = {
			target = scope:actor
			modifier = illegal_resisted_conversion_opinion
			years = 10
		}
	}
	else = {
		add_opinion = {
			modifier = demanded_my_conversion_opinion
			target = scope:actor
			opinion = -10
		}
	}
}
scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_bad
		title = ask_for_conversion_decline_notification
		left_icon = scope:recipient
	}
}
refuse_faith_conversion_add_clan_unity_effect = yes
state_faith_refuse_conversion_add_piety_effect = yes

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

Category
Religious actions
Cost: Influence
varies
Again on the same character
after 15 years
In the menu
under More…
ID
ask_for_conversion_courtier_interaction

Source: game/common/character_interactions/00_religious_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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