Interaction · Vassal actions
Ask for Governorship
Ask your Liege to grant, or make you the next Candidate in Line for, a Governorship
What you need
You
To send it
- Is an Adult
- Is not landed
- Is not a Governor
- … are the Ceremonial Monarch
- Is not at war with the target
- Is a Minister
If
a check the game hides
Then
If
- The target: Title already created
Then
- The succession of the Realm's Capital is tied to its highest Title
- The candidate temp:
If
- The top liege temp: … has a Ceremonial Monarch
- … is a member of the Ceremonial House (…)
Then
If
- The title temp: Has “administrative ui special title” (a variable the game's script sets)
Then
- The Ceremonial Monarch's Player Heir is the only member of the Ceremonial House who may become Ruler via Influence
Otherwise
- Governorships may not be given to the Ceremonial Monarch
If
a check the game hides
Then
- The … Title must have any Appointment Succession Law
- Candidates cannot compete for Titles that will automatically follow a Title of a higher Tier
- If held title (at least 1):
- … must be a Dominant, Equal, or Clerical Gender within your Faith (⟨faith⟩)
- … Government does not allow Bureaucratic appointments (…)
- Is not a member of the Clergy
- The target:
- Title tier at least scope:actor.top liege.main administrative tier
- Title tier less than scope:actor.top liege.highest held title tier
If
a check the game hides
Then
- Their holder:
- they has administrative government mechanic
top_liege = scope:actor.top_liege
If
- Their holder:
One of these
vassal_contract_has_flag = celestial_military_appointmentor
vassal_contract_has_flag = meritocratic_military_appointment
- You:
- you has administrative government mechanic
- Government allows: merit
Then
- You:
- If has “appointment trait override” (a variable the game's script sets): Appointment trait override is trait:education martial 1
- Otherwise: Has one of the traits: Misguided Warrior, Tough Soldier, Skilled Tactician, Brilliant Strategist, Exalted Warlord
- Their holder:
If
- Their holder:
One of these
vassal_contract_has_flag = celestial_civil_appointmentor
vassal_contract_has_flag = meritocratic_civil_appointment
- You:
- you has administrative government mechanic
- Government allows: merit
Then
- You:
- If has “appointment trait override” (a variable the game's script sets): Appointment trait override is trait:education stewardship 1
- Otherwise: Has one of the traits: Amateurish Plotter, Flamboyant Trickster, Intricate Webweaver, Elusive Shadow, Conniving Puppetmaster, Naive Appeaser, Adequate Bargainer, Charismatic Negotiator, Gray Eminence, Virtuoso Arbitrator, Indulgent Wastrel, Thrifty Clerk, Fortune Builder, Midas Touched, Golden Sovereign, Conscientious Scribe, Insightful Thinker, Astute Intellectual, Mastermind Philosopher, Erudite Oracle
- Their holder:
- Their holder:
If
scope:recipient != scope:actor.top_liege
Then
holder != scope:actor.top_liege
is_landless_type_title = no
To see it in the menu
- you has administrative government mechanic
- The target is not you
One of these
scope:recipient = scope:actor.top_liegeor
The character you target:liege ?= scope:actor.top_liege- Holds Ministry of Personnel
The character you target
- they has administrative government mechanic
Which title you can pick
- The target:
- You may not request a Title with same Rank as Top Liege's Primary Title
- If not: Title already created:
- Liege must hold a De Jure County to grant non-created Titles
- If title tier exactly Kingdom › Your top liege:
If
One of these
- Is not an Independent Ruler
or
Then
- Ritsuryō and Sōryō Rulers can only create Kingdoms in Japan if they are Independent or hold a Kingdom Title without holding Japan
- Titles De Jure above your Liege's Capital (…) may not be requested
- If min appointment level more than 0 › You:
has_appointment_level_for_title = scope:target
Ask for Governorship is a vassal character interaction in Crusader Kings III. You need: Is an Adult, Is not landed, Is not a Governor and 2 more. The AI weighs it (the answer is partly random). Reasons the AI weighs include You belong to a Dominant Family (+50), You belong… to a Powerful Family (+25), Heir belongs to a Dominant Family (…) (-50) and 5 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 Governorship in CK3?
- You: Is an Adult, Is not landed, Is not a Governor, Is not at war with the target and Is a Minister. (patch 1.20.1.2)
- How do I get the AI to accept Ask for Governorship?
- The AI weighs it (the answer is partly random). Its reasons: … Opinion of …, The recipient's Opinion of Heir (…), The recipient's Opinion of Heir's House Head (…), Your Governor Efficiency, Heir's Governor Efficiency (…), You belong to a Dominant Family +50, You belong… to a Powerful Family +25, Heir belongs to a Dominant Family (…) -50, Heir belongs to a Powerful Family (…) -25, Heir belongs to Liege's House (…) -50, Difference in Level of Influence, De Jure size of Governorship, Governorship is Kingdom Rank -50, Governorship is close to the Capital -10 and Governorship is far from the Capital +10.
- How much does Ask for Governorship 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 | -15 |
| … Opinion of … | varies |
The recipient's Opinion of Heir (…)when
| varies |
The recipient's Opinion of Heir's House Head (…)when
| varies |
| Their personality (AI values: energy 0.1, greed 0.2, honor -0.2) | varies |
| Your Governor Efficiency | varies |
Heir's Governor Efficiency (…)when
| varies |
You belong to a Dominant Familywhen
| +50 |
You belong… to a Powerful Familywhen
| +25 |
Heir belongs to a Dominant Family (…)when
| -50 |
Heir belongs to a Powerful Family (…)when
| -25 |
Heir belongs to Liege's House (…)when
| -50 |
Difference in Level of Influencewhen
| varies |
| De Jure size of Governorship | varies |
Governorship is Kingdom Rankwhen
| -50 |
Governorship is close to the Capitalwhen
| -10 |
Governorship is far from the Capitalwhen
| +10 |
Acceptance (ai_accept) (192 lines of game script)
base = -15
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
desc = AI_OPINION_REASON
}
modifier = {
exists = scope:target.current_heir
NOR = {
scope:target.current_heir = scope:recipient
scope:target.current_heir = scope:actor
}
add = {
value = scope:recipient.opinion(scope:target.current_heir)
divide = 2
round = yes
}
desc = AI_RECIPIENT_OPINION_HEIR_REASON
}
modifier = {
exists = scope:target.current_heir.house.house_head
NOR = {
scope:target.current_heir.house.house_head = scope:target.current_heir
scope:target.current_heir.house.house_head = scope:recipient
scope:target.current_heir.house.house_head = scope:actor
}
add = {
value = scope:recipient.opinion(scope:target.current_heir.house.house_head)
round = yes
}
desc = AI_RECIPIENT_OPINION_HEIR_HOUSE_HEAD_REASON
}
ai_value_modifier = {
ai_energy = 0.1
ai_greed = 0.2
ai_honor = -0.2
}
modifier = {
add = {
value = {
value = scope:actor.governor_efficiency
multiply = 25
}
round = yes
}
desc = AI_GOVERNOR_EFFICIENCY
}
modifier = {
exists = scope:target.current_heir
NOR = {
scope:target.current_heir = scope:recipient
scope:target.current_heir = scope:actor
}
add = {
value = {
value = scope:target.current_heir.governor_efficiency
multiply = -50
}
round = yes
}
desc = AI_GOVERNOR_EFFICIENCY_HEIR
}
modifier = {
scope:actor.house = {
is_dominant_family = yes
}
desc = AI_DOMINANT_FAMILY
add = 50
}
modifier = {
scope:actor.house = {
is_powerful_family = yes
}
desc = AI_POWERFUL_FAMILY
add = 25
}
modifier = {
scope:target.current_heir.house ?= {
is_dominant_family = yes
}
desc = AI_HEIR_DOMINANT_FAMILY
add = -50
}
modifier = {
scope:target.current_heir.house ?= {
is_powerful_family = yes
}
desc = AI_HEIR_POWERFUL_FAMILY
add = -25
}
modifier = {
scope:actor.house != scope:recipient.house
scope:target.current_heir.house ?= scope:recipient.house
desc = AI_HEIR_IS_MY_HOUSE
add = -50
}
modifier = {
exists = scope:target.current_heir
scope:actor.influence_level != scope:target.current_heir.influence_level
add = {
value = scope:actor.influence_level
subtract = scope:target.current_heir.influence_level
multiply = 2
}
desc = AI_DIFFERENCE_INFLUENCE
}
modifier = {
exists = scope:target
add = {
value = 0
scope:target = {
every_de_jure_county = {
add = -1
}
}
multiply = 2
}
desc = AI_THEME_SIZE
}
modifier = {
scope:target ?= {
tier = tier_kingdom
}
add = -50
desc = AI_THEME_IS_KINGDOM
}
modifier = {
add = -10
scope:target.tier <= tier_duchy
trigger_if = {
limit = {
scope:target.tier = tier_duchy
}
scope:target = {
save_temporary_scope_as = duchy
}
}
trigger_else = {
scope:target.duchy = {
save_temporary_scope_as = duchy
}
}
scope:duchy = {
OR = {
this = scope:recipient.top_liege.capital_county.duchy
any_title_to_title_neighboring_and_across_water_duchy = {
this = scope:recipient.top_liege.capital_county.duchy
}
}
}
desc = AI_THEME_CLOSE_TO_CAPITAL
}
modifier = {
add = 10
trigger_if = {
limit = {
scope:target.tier < tier_kingdom
}
scope:target.kingdom = {
save_temporary_scope_as = kingdom
}
}
trigger_if = {
limit = {
scope:target.tier = tier_kingdom
}
scope:target.kingdom = {
save_temporary_scope_as = kingdom
}
}
trigger_if = {
limit = {
exists = scope:kingdom
}
scope:kingdom = {
NOR = {
this = scope:recipient.top_liege.capital_county.kingdom
any_title_to_title_neighboring_and_across_water_kingdom = {
this = scope:recipient.top_liege.capital_county.kingdom
}
}
}
}
trigger_else = {
scope:recipient.top_liege.capital_county = {
NOT = {
target_is_de_jure_liege_or_above = scope:target
}
}
}
desc = AI_THEME_FAR_FROM_CAPITAL
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
- The character you target:
- Influence +150
- You:
If
- The target:
One of these
- Not: Title already created
or
holder ?= scope:recipient
Then
- The target:
change_title_holder_include_vassals = { holder = scope:actor change = scope:grant_change }
Otherwise
- The target:
change_appointment_investment = { target = scope:actor investor = scope:recipient value = appointment_major_influence_cost }
- Every in list: Opinion: Candidacy Supplanted
- Every in list: Opinion: House Candidacy Supplanted
- The target:
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 they refuse
- If played by the AI: Opinion: Disappointed (-15)
- Event ep3_interactions_events.0021
Events it fires: ep3_interactions_events.0021
• 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) (23 lines of game script)
is_available = government_has_mechanic = administrative
this != top_liege
trigger_if = {
limit = {
is_ai = yes
}
top_liege = {
NOT = {
has_character_flag = refused_governorship_request
}
}
}
is_shown = scope:recipient != scope:actor
OR = {
scope:recipient = scope:actor.top_liege
scope:recipient = {
liege ?= scope:actor.top_liege
has_title = title:e_minister_of_personnel
}
}
scope:recipient = {
government_has_mechanic = administrative
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (33 lines of game script)
scope:actor = {
is_adult = yes
is_landed = no
is_governor = no
tgp_is_ceremonial_liege_trigger = no
NOT = {
is_at_war_with = scope:recipient
}
custom_tooltip = {
text = is_a_minister_desc
tgp_is_any_minister = no
}
}
scope:actor = {
is_landed = no
}
trigger_if = {
limit = {
exists = scope:target
}
trigger_if = {
limit = {
scope:target = {
is_title_created = yes
}
}
is_appointment_valid_trigger = {
TITLE = scope:target
CANDIDATE = scope:actor
TOP_LIEGE = scope:recipient
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (219 lines of game script)
on_send = save_scope_value_as = {
name = influence_cost
value = {
add = {
add = {
value = scope:actor.monumental_influence_value
multiply = 2
}
desc = BASE
}
add = {
value = 0
if = {
limit = {
exists = scope:target
}
scope:target = {
every_de_jure_county = {
add = 10
}
}
}
multiply = 2
desc = province_size_desc
}
scope:actor.house = {
if = {
limit = {
is_dominant_family = yes
}
multiply = {
value = 0.25
desc = is_dominant_family_desc
}
}
else_if = {
limit = {
is_powerful_family = yes
}
multiply = {
value = 0.5
desc = is_powerful_family_desc
}
}
}
scope:target = {
if = {
limit = {
exists = holder
holder != scope:recipient
}
multiply = {
value = 0.5
desc = candidacy_request_desc
}
}
}
}
}
on_accept = scope:recipient = {
send_interface_toast = {
type = event_toast_effect_neutral
title = request_governorship_interaction_toast_liege
left_icon = scope:actor
right_icon = scope:target
change_influence = massive_influence_gain
scope:actor = {
if = {
limit = {
scope:target = {
OR = {
is_title_created = no
holder ?= scope:recipient
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = request_governorship_interaction_toast_granted
left_icon = scope:target
right_icon = scope:recipient
hidden_effect = {
scope:target ?= {
if = {
limit = {
is_title_created = no
}
create_title_and_vassal_change = {
type = created
save_scope_as = creation_change
}
change_title_holder = {
holder = scope:recipient
change = scope:creation_change
}
resolve_title_and_vassal_change = scope:creation_change
}
}
}
create_title_and_vassal_change = {
type = appointment
save_scope_as = grant_change
}
scope:target = {
hidden_effect = {
every_de_jure_county = {
limit = {
holder = scope:recipient
}
change_title_holder = {
holder = scope:actor
change = scope:grant_change
}
}
}
change_title_holder_include_vassals = {
holder = scope:actor
change = scope:grant_change
}
}
resolve_title_and_vassal_change = scope:grant_change
}
}
else = {
send_interface_toast = {
type = event_toast_effect_good
title = request_governorship_interaction_toast_candidacy
left_icon = scope:target
right_icon = scope:recipient
scope:target ?= {
change_appointment_investment = {
target = scope:actor
investor = scope:recipient
value = appointment_major_influence_cost
}
}
}
scope:target = {
ordered_title_heir = {
limit = {
NOR = {
house ?= scope:actor.house
house ?= scope:recipient.house
}
}
order_by = appointment_candidate_score(scope:target)
check_range_bounds = no
max = 3
if = {
limit = {
is_house_head = no
exists = house.house_head
NOR = {
house.house_head = scope:actor
house.house_head = scope:recipient
}
}
house.house_head = {
if = {
limit = {
NOT = {
is_in_list = governorship_house_head_opinion
}
}
add_to_list = governorship_house_head_opinion
}
}
}
else = {
add_to_list = governorship_direct_opinion
}
}
}
every_in_list = {
list = governorship_direct_opinion
add_opinion = {
target = scope:actor
modifier = requested_heired_governorship
}
}
every_in_list = {
list = governorship_house_head_opinion
add_opinion = {
target = scope:actor
modifier = requested_house_heired_governorship
}
}
}
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:recipient
CATALYST = catalyst_hegemon_influenced_by_interaction
}
}
}
}
on_decline = scope:actor = {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:recipient
modifier = disappointed_opinion
opinion = -15
}
}
trigger_event = ep3_interactions_events.0021
}
scope:recipient = {
if = {
limit = {
is_ai = no
}
add_character_flag = {
flag = refused_governorship_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 10 years
- In the menu
- main list
- ID
request_governorship_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.