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

Demand Conversion

No costThe AI weighs itnot in the character menu

Attempt to compel the recipient to convert to another Faith

What you need

You

To send it

  • The character you target:
  • You:
  • 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:actor

    Then

    • You have promised to not convert … until …
  • The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith

To see it in the menu

  • Your faith is not the target’s
  • scope:recipient.liege ?= scope:actor

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. The AI weighs it. Reasons the AI weighs include Clergy acting towards a secular Ruler (+20), Weak Hook used (+50), Ecclesiastical Estate Building added (+15) and 33 more. Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.

for a guide, post or blog
Quick answers (2)
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?
The AI weighs it. Its reasons: Clergy acting towards a secular Ruler +20, Relative Level of Devotion, 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, …: + +25, You hold a lot of sway within the Realm and You … the Prophet Perk.

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
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
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
You hold a lot of sway within the Realm
when
varies
You … the Prophet Perk
when
  • Government allows: state faith
  • Has the Prophet Perk
varies
Acceptance (ai_accept) (67 lines of game script)
base = 0
celestial_hierarchy_acceptance_modifier = {
	ACTOR = scope:actor
	RECIPIENT = scope:recipient
}
religion_demand_conversion_default_modifier = yes
religion_demand_conversion_christian_situation_modifier = yes
modifier = {
	scope:actor = {
		government_allows = state_faith
		calc_true_if = {
			amount >= 4
			diplomacy >= excellent_skill_level
			learning >= excellent_skill_level
			has_trait = august
			has_trait = theologian
			AND = {
				top_liege = this
				legitimacy_level >= 4
			}
			influence_level >= 3
			house = {
				OR = {
					is_dominant_family = yes
					is_powerful_family = yes
				}
			}
		}
	}
	add = {
		value = 50
		if = {
			limit = {
				scope:actor.influence_level = 5
			}
			add = 50
		}
		else_if = {
			limit = {
				scope:actor.influence_level >= 4
			}
			add = 25
		}
		if = {
			limit = {
				scope:actor = {
					top_liege = this
					legitimacy_level >= 5
				}
			}
			add = 50
		}
	}
	desc = STATE_FAITH_CREATE_FAITH_REASON
}
modifier = {
	scope:actor = {
		government_allows = state_faith
		has_perk = prophet_perk
	}
	add = {
		value = scope:actor.learning
		add = scope:actor.diplomacy
		multiply = 0.5
	}
	desc = HAS_PERK_PROPHET_REASON
}

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

What happens

If they accept

  • If

    • The character you target:
      • Is a ruler
      • One of these

        • Cannot play landless rulers without having an Estate
        • or

          If

          • One of these

            • Is landed
            • or

              Government is a Theocratic-type Government

          Then

        • or

          All of these

          • Their liege:
            • tgp_has_access_to_ministry_trigger = { }
          • One of these

        • or

          Has “laamp transition” (a variable the game's script sets)
      • Highest held Title is more than Barony Rank
      • capital_county.faith = scope:recipient.faith

    Then

    • The target’s capital county:
      • set_county_faith = scope:actor.faith
      • set_county_rite = scope:actor.rite
  • Every in list:
    • If

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

      Then

      • If

        a check the game hides

        Then

        • If has the Modifier: Reckless Convert: Loses “Reckless Convert”
        • Else, if has the Modifier: Informed Convert: Loses “Informed Convert”
        • Else, if has the Modifier: Foolish Convert: Loses “Foolish Convert”
        • 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

        • If has the Modifier: Reckless Convert: Loses “Reckless Convert”
        • Else, if has the Modifier: Informed Convert: Loses “Informed Convert”
        • Else, if has the Modifier: Foolish Convert: Loses “Foolish Convert”
        • 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: … (more in the script below)
      • … (more in the script below)
    • … (more in the script below)
  • … (more in the script below)

If they refuse

  • 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

• 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) (2 lines of game script)
is_shown = scope:actor.faith != scope:recipient.faith
scope:recipient.liege ?= scope:actor

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

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

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

Effects (on_send, on_accept, on_decline) (28 lines of game script)
on_accept = new_faith_created_conversion_effect = 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:actor = {
	send_interface_toast = {
		type = event_toast_effect_bad
		title = ask_for_conversion_decline_notification
		right_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
In the menu
no (opened from elsewhere)
ID
ask_for_conversion_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.

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