Interaction · Religious actions
Demand Conversion
Attempt to compel the recipient to convert to another Faith
What you need
You
To send it
- The character you target:
- Does not have a Strong Hook on you
- Does not have the Trait: Monk
- Does not have the Trait: Military Order Member
- Is not imprisoned by you
- Is not at war with you
- 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
- If has the Trait: Way of the Nomad: Has the Trait: Zealous
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 character you target:
- 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.
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.
| Reason | Amount |
|---|---|
| Base | 0 |
| Clergy acting towards a secular Ruler | +20 |
Relative Level of Devotionwhen
| varies |
| Their opinion of you | varies |
| Difference between the recipient's and your Learning Skill | varies |
Fervent Proselytism - our Learning advantage counts twicewhen
| varies |
Weak Hook usedwhen
| +50 |
Ecclesiastical Estate Building addedwhen
| +15 |
Ecclesiastical Estate Building addedwhen
| +30 |
Ecclesiastical Estate Building addedwhen
| +45 |
Awe of the Grand Cathedralwhen
| +5 |
Awe of the Grand Cathedralwhen
| +10 |
Consecrated to Saint Paulwhen
| +10 |
You are the The Savior of …when
| +30 |
| Herald | +75 |
I have Divine Bloodwhen
| +15 |
| The recipient is Stubborn | -15 |
| The recipient is Fickle | +10 |
| The recipient is Zealous | -100 |
The recipient is not Cynicalwhen
| -50 |
The recipient is a Heresiarchwhen
| -100 |
Difference between … and … Fervorwhen
| varies |
… Tenet - Adaptabilitywhen
| -20 |
… Tenet - Literalismwhen
| -20 |
My Literalism Personal Tenet and Religious Scholar Traitwhen
| +20 |
My Monophysitism Personal Tenetwhen
| +20 |
Declining to Convert is a Crimewhen
| +50 |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
The recipient's Dynasty has Strange Godswhen
| +50 |
You have the flame of persia Modifierwhen
| +20 |
Strong Believers Cultural Traditionwhen
| -50 |
The recipient's Level of Devotionwhen
| their piety level × -10 |
The recipient practices the State Ritewhen
| -150 |
The recipient does not practice the State Ritewhen
| +100 |
| You have been anointed to proselytize | +25 |
| You have been anointed to proselytize | +10 |
Spending Influencewhen
| +25 |
| The recipient will never convert willingly | -1,500 |
We follow the Devarajawhen
| +25 |
The Reverence Decree is activewhen
| +25 |
You … the Dar al-Islam Title and the recipient is a Muslimwhen
| +75 |
High Spiritual Fulfillmentwhen
| +15 |
Low Spiritual Fulfillmentwhen
| -10 |
…: +when
| +25 |
You hold a lot of sway within the Realmwhen
| varies |
| You … 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
Then
- The target’s capital county:
set_county_faith = scope:actor.faithset_county_rite = scope:actor.rite
- The target’s capital county:
- 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
- Learning -3
- Diplomacy -3
- Intrigue -2
- Monthly Piety -80%
- Level of Devotion Impact +50%
- Stress Gain +50%
Else if
knows_rite_level = { target = scope:conversion_rite value < 0.8 }
Then
- Level of Devotion -1
- Gains 60 Stress
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Reckless Convert” for 5 years
- Learning -1
- Diplomacy -1
- Intrigue -1
- Monthly Piety -50%
- Level of Devotion Impact +20%
- Stress Gain +20%
Otherwise
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Informed Convert” for 5 years
set_character_rite = scope:conversion_riteIf
- 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 domicile:
- Their liege’s domicile:
has_domicile_parameter = estate_baptistery
Then
- Gains the modifier “Recently Baptized” for 5 years
- Their liege’s capital county’s clerical region’s holder:
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
- Learning -3
- Diplomacy -3
- Intrigue -2
- Monthly Piety -80%
- Level of Devotion Impact +50%
- Stress Gain +50%
Else if
knows_rite_level = { target = scope:puppet_or_actor.rite value < 0.8 }
Then
- Level of Devotion -1
- Gains 60 Stress
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Reckless Convert” for 5 years
- Learning -1
- Diplomacy -1
- Intrigue -1
- Monthly Piety -50%
- Level of Devotion Impact +20%
- Stress Gain +20%
Otherwise
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Informed Convert” for 5 years
set_character_rite = scope:puppet_or_actor.riteIf
- 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 domicile:
- Their liege’s domicile: … (more in the script below)
- Their liege’s capital county’s clerical region’s holder:
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
If they refuse
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 = yesAs 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.