Interaction · Vassal actions
Ask for Council Position
Use Influence to gain a Council position in your Liege's council
What you need
You
To send it
- Is an Adult
- Is not at war with the target
- Is not a Councillor
Not all of these
has_council_position = councillor_court_chaplain- Your rite: The rite has The Realm Priest or Court Chaplain have their seat for life
- … are the Ceremonial Monarch
To see it in the menu
- you has administrative government mechanic
- If played by the AI:
- Is not a Councillor
- Is an Independent Ruler
- Your liege: Is at not War
- Your liege:
Not all of these
- Holds China
- Government is Celestial
- Their government has the government uses ministry budget flag
- Is a direct vassal of the target
If
a check the game hides
Then
- The target:
can_fire_position = yes
- The target:
The character you target
- they has administrative government mechanic
Ask for Council Position is a vassal character interaction in Crusader Kings III. You need: Is an Adult, Is not at war with the target and Is not a Councillor. The AI weighs it (the answer is partly random). Reasons the AI weighs include Reluctance (-50), They is your Rival (-50), They is your Friend (+25) and 2 more. It costs Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (3)
- What are the requirements for Ask for Council Position in CK3?
- You: Is an Adult, Is not at war with the target and Is not a Councillor. (patch 1.20.1.2)
- How do I get the AI to accept Ask for Council Position?
- The AI weighs it (the answer is partly random). Its reasons: Reluctance -50, … Opinion of …, … Opinion of …, They is your Rival -50, They is your Friend +25, Your Skill is better, Your Skill is better, Your Skill is better, Your Skill is better, Your Skill is better, Your Skill is worse, Your Skill is worse, Your Skill is worse, Your Skill is worse, Your Skill is worse, You are a Powerful Vassal +75, You belong… to a Powerful Family +100 and Difference in Level of Influence.
- How much does Ask for Council Position cost?
- 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 |
| Reluctance | -50 |
| … Opinion of … | varies |
| … Opinion of … | varies |
| Their personality (AI values: energy 0.25, greed 0.4, honor -0.4) | varies |
They is your Rivalwhen
| -50 |
They is your Friendwhen
| +25 |
Your Skill is betterwhen
| varies |
Your Skill is betterwhen
| varies |
Your Skill is betterwhen
| varies |
Your Skill is betterwhen
| varies |
Your Skill is betterwhen
| varies |
Your Skill is worsewhen
| varies |
Your Skill is worsewhen
| varies |
Your Skill is worsewhen
| varies |
Your Skill is worsewhen
| varies |
Your Skill is worsewhen
| varies |
You are a Powerful Vassalwhen
| +75 |
You belong… to a Powerful Familywhen
| +100 |
Difference in Level of Influencewhen
| varies |
Acceptance (ai_accept) (179 lines of game script)
base = 0
modifier = {
add = -50
desc = BASE_RELUCTANCE
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.8
desc = AI_OPINION_REASON
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:target.councillor
multiplier = -0.8
desc = AI_OPINION_REASON
}
ai_value_modifier = {
ai_energy = 0.25
ai_greed = 0.4
ai_honor = -0.4
}
modifier = {
scope:actor = {
has_relation_rival = scope:recipient
}
add = -50
desc = AI_YOUR_RIVAL
}
modifier = {
scope:actor = {
has_relation_friend = scope:recipient
}
add = 25
desc = AI_YOUR_FRIEND
}
modifier = {
scope:target = council_task:councillor_chancellor
scope:actor.diplomacy > scope:target.councillor.diplomacy
desc = AI_BETTER_AT_THE_JOB
add = {
value = scope:actor.diplomacy
subtract = scope:target.councillor.diplomacy
multiply = 10
}
}
modifier = {
scope:target = council_task:councillor_marshal
scope:actor.martial > scope:target.councillor.martial
desc = AI_BETTER_AT_THE_JOB
add = {
value = scope:actor.martial
subtract = scope:target.councillor.martial
multiply = 10
}
}
modifier = {
scope:target = council_task:councillor_steward
scope:actor.stewardship > scope:target.councillor.stewardship
desc = AI_BETTER_AT_THE_JOB
add = {
value = scope:actor.stewardship
subtract = scope:target.councillor.stewardship
multiply = 10
}
}
modifier = {
scope:target = council_task:councillor_spymaster
scope:actor.intrigue > scope:target.councillor.intrigue
desc = AI_BETTER_AT_THE_JOB
add = {
value = scope:actor.intrigue
subtract = scope:target.councillor.intrigue
multiply = 10
}
}
modifier = {
scope:target = council_task:councillor_court_chaplain
scope:actor.learning > scope:target.councillor.learning
desc = AI_BETTER_AT_THE_JOB
add = {
value = scope:actor.learning
subtract = scope:target.councillor.learning
multiply = 10
}
}
modifier = {
scope:target = council_task:councillor_chancellor
scope:actor.diplomacy < {
value = scope:target.councillor.diplomacy
subtract = 10
}
desc = AI_WORSE_AT_THE_JOB
add = {
value = scope:actor.diplomacy
subtract = scope:target.councillor.diplomacy
add = 10
multiply = 2
}
}
modifier = {
scope:target = council_task:councillor_marshal
scope:actor.martial < {
value = scope:target.councillor.martial
subtract = 10
}
desc = AI_WORSE_AT_THE_JOB
add = {
value = scope:actor.martial
subtract = scope:target.councillor.martial
add = 10
multiply = 2
}
}
modifier = {
scope:target = council_task:councillor_steward
scope:actor.stewardship < {
value = scope:target.councillor.stewardship
subtract = 10
}
desc = AI_WORSE_AT_THE_JOB
add = {
value = scope:actor.stewardship
subtract = scope:target.councillor.stewardship
add = 10
multiply = 2
}
}
modifier = {
scope:target = council_task:councillor_spymaster
scope:actor.intrigue < scope:target.councillor.intrigue
desc = AI_WORSE_AT_THE_JOB
add = {
value = scope:actor.intrigue
subtract = scope:target.councillor.intrigue
add = 10
multiply = 2
}
}
modifier = {
scope:target = council_task:councillor_court_chaplain
scope:actor.learning < scope:target.councillor.learning
desc = AI_WORSE_AT_THE_JOB
add = {
value = scope:actor.learning
subtract = scope:target.councillor.learning
add = 10
multiply = 2
}
}
modifier = {
scope:actor = {
is_powerful_vassal = yes
}
scope:target.councillor = {
is_powerful_vassal = no
}
desc = AI_POWERFUL_VASSAL
add = 75
}
modifier = {
scope:actor.house ?= {
is_powerful_family = yes
}
scope:target.councillor.house ?= {
is_powerful_family = no
}
desc = AI_POWERFUL_FAMILY
add = 100
}
modifier = {
scope:actor.influence_level != scope:target.councillor.influence_level
add = {
value = scope:actor.influence_level
subtract = scope:target.councillor.influence_level
multiply = 10
}
desc = AI_DIFFERENCE_INFLUENCE
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
- … cannot be fired for 25 years
If
title:h_china.holder ?= scope:recipient- Any character situation:
situation:dynastic_cycle ?= this- The current phase counts “Son of Heaven Influenced Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Son of Heaven Influenced Dynastic Cycle Catalyst”
If
- The target’s councillor’s primary title:
One of these
this = title:e_minister_chancelloror
this = title:e_minister_censoror
this = title:e_minister_grand_marshalor
this = title:e_minister_of_personnelor
this = title:e_minister_of_revenueor
this = title:e_minister_of_ritesor
this = title:e_minister_of_waror
this = title:e_minister_of_justiceor
this = title:e_minister_of_works
- The character you target:
NOT = { has_appointment_level_for_title = scope:target.councillor.primary_title }
Then
- Dynastic Cycle › If the current phase counts “Low Merit Rank Minister Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “Low Merit Rank Minister Dynastic Cycle Catalyst”
- The target’s councillor’s primary title:
- Stress and fulfillment impact: by trait: Content +20
- The character you target:
assign_council_task = { target = scope:actor council_task = scope:council_task }- Influence +150
- … … made a Councillor
If they refuse
- Opinion: Disappointed (-25)
- Event ep3_interactions_events.0020
Events it fires: ep3_interactions_events.0020
• 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) (32 lines of game script)
is_available = government_has_mechanic = administrative
trigger_if = {
limit = {
is_ai = yes
}
is_councillor = no
top_liege != this
liege ?= {
is_at_war = no
NOT = {
has_character_flag = refused_council_request
}
}
}
liege ?= {
tgp_has_access_to_ministry_trigger = no
}
is_shown = scope:actor = {
liege ?= scope:recipient
}
scope:recipient = {
government_has_mechanic = administrative
this != scope:actor
}
trigger_if = {
limit = {
exists = scope:target.councillor
}
scope:target = {
can_fire_position = yes
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (14 lines of game script)
scope:actor = {
is_adult = yes
NOT = {
is_at_war_with = scope:recipient
}
is_councillor = no
NAND = {
has_council_position = councillor_court_chaplain
rite = {
rite_has_parameter = clerical_appointment_fixed
}
}
tgp_is_ceremonial_liege_trigger = no
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (90 lines of game script)
on_accept = scope:target = {
save_scope_as = council_task
}
scope:actor = {
block_firing_councillor_effect = {
COURT_OWNER = scope:recipient
}
custom_tooltip = force_onto_council.recipient.tt.duration
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_good
title = force_onto_council.actor.tt
left_icon = scope:recipient
custom_tooltip = force_onto_council.actor.tt.duration
show_as_tooltip = {
change_influence = admin_council_loss_value
}
}
}
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:recipient
CATALYST = catalyst_hegemon_influenced_by_interaction
}
if = {
limit = {
scope:target.councillor.primary_title ?= {
tgp_is_minister_title = yes
}
scope:recipient = {
NOT = {
has_appointment_level_for_title = scope:target.councillor.primary_title
}
}
}
show_as_tooltip = {
situation:dynastic_cycle ?= {
if = {
limit = {
situation_top_has_catalyst = catalyst_hegemon_appointing_low_merit_councillor
}
trigger_situation_catalyst = {
catalyst = catalyst_hegemon_appointing_low_merit_councillor
character = scope:recipient
}
}
}
}
}
stress_and_fulfillment_impact = {
content = minor_stress_impact_gain
}
}
scope:recipient = {
assign_council_task = {
target = scope:actor
council_task = scope:council_task
}
change_influence = massive_influence_gain
custom_tooltip = force_onto_council.desc.tt
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = force_onto_council.recipient.tt
left_icon = scope:actor
custom_tooltip = force_onto_council.recipient.tt.duration
show_as_tooltip = {
change_influence = massive_influence_gain
}
}
}
}
on_decline = scope:actor = {
add_opinion = {
target = scope:recipient
modifier = disappointed_opinion
opinion = -25
}
trigger_event = ep3_interactions_events.0020
}
scope:recipient = {
if = {
limit = {
is_ai = no
}
add_character_flag = {
flag = refused_council_request
years = 15
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Vassal actions
- Cost: Influence
- varies
- Again on the same character
- after 25 years
- In the menu
- under More…
- ID
request_council_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.