Interaction · Uncategorized actions
Ask Liege for Troops
Send the recipient a request to assign you additional troops from their own armies or the Provincial Army of another Governor
What you need
You
To send it
- There are no Title Men-at-Arms available
- Is not at War with their Liege
If
- You: Is played by the AI
Then
None of these
- The character you target: Has “admin request troop cooldown” (a variable the game's script sets)
- … does not have any Title Men-at-Arms available as they are used by someone else
- The target:
- Title tier at least scope:recipient.main administrative tier
- The … is not a Noble Family Title
holder.top_liege = scope:recipientholder != scope:actor- Any title maa regiment:
To see it in the menu
- you has administrative government mechanic
- Government does not allow: merit
- Is a Governor
- If played by the AI:
None of these
- Your Government is Celestial
- Any maa regiment:
- … is title regiment
regiment_owning_title ?= { holder = root }
- Is an Independent Ruler
- Is a direct vassal of the target
The character you target
- they has administrative government mechanic
- Government does not allow: merit
- Is an Independent Ruler
Which title you can pick
- … can't request Title Men-at-Arms from a Primary Title of … Top Liege
Ask Liege for Troops is an uncategorized character interaction in Crusader Kings III. You need: There are no Title Men-at-Arms available and Is not at War with their Liege. The AI weighs it (the answer is partly random). Reasons the AI weighs include Paranoid (-20), Trusting (+10), Weak Hook used (+50) and 11 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 Liege for Troops in CK3?
- You: There are no Title Men-at-Arms available and Is not at War with their Liege. (patch 1.20.1.2)
- How do I get the AI to accept Ask Liege for Troops?
- The AI weighs it (the answer is partly random). Its reasons: Opinion, Paranoid -20, Trusting +10, Weak Hook used +50, The recipient dare not refuse a Dominant Family +100, You are not at War -20, Your Province has Military Administration +20, Your Province has Frontier Administration +30, Your Province has Naval Administration +25, The recipient owns these troops and might need them -50, Family Attribute +30, Family Attribute +20, Family Attribute +10, … is at War and needs … troops -200, … is at War and needs … troops -50 and You already command additional Title Men-at-Arms.
- How much does Ask Liege for Troops 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 | -20 |
| Opinion | varies |
| Paranoid | -20 |
| Trusting | +10 |
Weak Hook usedwhen
| +50 |
The recipient dare not refuse a Dominant Familywhen
| +100 |
You are not at Warwhen
| -20 |
Your Province has Military Administrationwhen
| +20 |
Your Province has Frontier Administrationwhen
| +30 |
Your Province has Naval Administrationwhen
| +25 |
The recipient owns these troops and might need themwhen
| -50 |
Family Attributewhen
| +30 |
Family Attributewhen
| +20 |
Family Attributewhen
| +10 |
… is at War and needs … troopswhen
| -200 |
… is at War and needs … troopswhen
| -50 |
You already command additional Title Men-at-Armswhen
| varies |
Acceptance (ai_accept) (139 lines of game script)
base = -20
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
desc = AI_SIMPLE_OPINION_REASON
}
modifier = {
add = -20
scope:recipient = {
has_trait = paranoid
}
desc = INTERACTION_PARANOID
}
modifier = {
add = 10
scope:recipient = {
has_trait = trusting
}
desc = INTERACTION_TRUSTING
}
modifier = {
scope:hook = yes
add = 50
desc = SCHEME_WEAK_HOOK_USED
}
modifier = {
scope:dominant_family = yes
add = 100
desc = your_house_is_dominant_reason
}
modifier = {
scope:actor = {
is_at_war = no
}
add = -20
desc = IS_NOT_AT_WAR_REASON
}
modifier = {
scope:actor = {
vassal_contract_has_flag = admin_theme_military
}
add = 20
desc = IS_A_MILITARY_THEME
}
modifier = {
scope:actor = {
vassal_contract_has_flag = admin_theme_frontier
}
add = 30
desc = IS_A_FRONTIER_THEME
}
modifier = {
scope:actor = {
vassal_contract_has_flag = admin_theme_naval
}
add = 25
desc = IS_A_NAVAL_THEME
}
modifier = {
scope:recipient = {
is_at_war = no
}
scope:target = {
holder = scope:recipient
}
add = -50
desc = TARGETS_OWN_TROOPS_REASON
}
modifier = {
scope:actor.house ?= {
has_house_aspiration_parameter = increased_request_troops_acceptance_3
}
add = increased_request_troops_acceptance_3_value
desc = family_attribute_desc_with_value
}
modifier = {
scope:actor.house ?= {
has_house_aspiration_parameter = increased_request_troops_acceptance_2
}
add = increased_request_troops_acceptance_2_value
desc = family_attribute_desc_with_value
}
modifier = {
scope:actor.house ?= {
has_house_aspiration_parameter = increased_request_troops_acceptance_1
}
add = increased_request_troops_acceptance_1_value
desc = family_attribute_desc_with_value
}
modifier = {
scope:recipient = {
is_at_war = yes
}
scope:target = {
holder = scope:recipient
}
add = -200
desc = TARGET_IS_AT_WAR_REASON
}
modifier = {
scope:target = {
holder = {
is_at_war = yes
}
holder != scope:recipient
}
add = -50
desc = TARGET_IS_AT_WAR_REASON
}
modifier = {
scope:actor = {
any_held_title = {
any_controlled_title_maa_regiment = {
regiment_owning_title = {
holder != scope:actor
}
}
}
}
add = {
value = 0
scope:actor = {
every_held_title = {
every_controlled_title_maa_regiment = {
limit = {
regiment_owning_title = {
holder != scope:actor
}
}
add = {
value = maa_size
multiply = -10
}
}
}
}
}
desc = CONTROLS_EXTRA_TROOPS_REASON
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
If
- The option “dominant family” is chosen
Then
- You: Influence -60
- If played by the AI: Opinion: Grateful (+10)
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”
- The character you target › If played by the AI: … approves your request for troops
- The target:
transfer_owned_maa_control = scope:actor.primary_title
If they refuse
- If played by the AI: Opinion: Disappointed (-20)
- The character you target:
- If played by the AI: … denies your request for troops
If
- The option “dominant family” is chosen
Then
- Influence -60
Options when sending
- Use a Hook
- Leverage position of Dominant Family
• 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) (30 lines of game script)
is_available = government_has_mechanic = administrative
NOT = {
government_allows = merit
}
is_governor = yes
trigger_if = {
limit = {
is_ai = yes
}
NOR = {
government_has_flag = government_is_celestial
any_maa_regiment = {
is_title_maa_regiment = yes
regiment_owning_title ?= {
holder = root
}
}
}
}
top_liege != this
is_shown = scope:actor = {
liege = scope:recipient
}
scope:recipient = {
government_has_mechanic = administrative
NOT = {
government_allows = merit
}
is_independent_ruler = yes
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (46 lines of game script)
custom_tooltip = {
text = admin_troops_not_available_desc
scope:recipient = {
OR = {
any_vassal = {
any_maa_regiment = {
is_title_maa_regiment = yes
}
any_held_title = {
any_owned_title_maa_regiment = {
regiment_owning_title = prev
}
}
}
any_maa_regiment = {
is_title_maa_regiment = yes
regiment_owning_title = {
holder = scope:recipient
}
}
}
}
}
scope:actor = {
is_at_war_with_liege = no
}
trigger_if = {
limit = {
scope:actor = {
is_ai = yes
}
}
NOT = {
scope:recipient = {
has_variable = admin_request_troop_cooldown
}
}
}
custom_tooltip = {
text = admin_troops_target_title_controls_maa_desc
scope:target = {
any_owned_title_maa_regiment = {
regiment_controlling_title = scope:target
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (128 lines of game script)
on_send =
on_accept = if = {
limit = {
scope:hook = yes
scope:actor = {
has_usable_hook = scope:recipient
}
}
scope:actor = {
use_hook = scope:recipient
}
}
if = {
limit = {
scope:dominant_family = yes
}
scope:actor = {
change_influence = medium_influence_loss
}
}
scope:actor = {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:recipient
modifier = grateful_opinion
opinion = 10
}
}
hidden_effect = {
send_interface_message = {
type = msg_admin_provincial_army_request_accepted
title = msg_admin_provincial_army_request_accepted.title
left_icon = scope:recipient
right_icon = scope:target
show_as_tooltip = {
scope:target = {
transfer_owned_maa_control = scope:actor.primary_title
}
}
}
}
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:recipient
CATALYST = catalyst_hegemon_influenced_by_interaction
}
}
scope:recipient = {
if = {
limit = {
is_ai = yes
}
custom_tooltip = request_emperor_title_troops_approve_desc
}
if = {
limit = {
NOT = {
has_variable = admin_request_troop_cooldown
}
}
set_variable = {
name = admin_request_troop_cooldown
years = 2
}
}
}
scope:target = {
transfer_owned_maa_control = scope:actor.primary_title
set_variable = {
name = title_troops_lent_out
years = admin_troops_reclaim_cost_cooldown_value
}
}
on_decline = scope:actor = {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:recipient
modifier = disappointed_opinion
opinion = -20
}
}
hidden_effect = {
send_interface_message = {
type = msg_admin_provincial_army_request_denied
title = msg_admin_provincial_army_request_denied.title
desc = msg_admin_provincial_army_request_denied.desc
left_icon = scope:recipient
right_icon = scope:target
}
}
}
scope:recipient = {
if = {
limit = {
is_ai = yes
}
custom_tooltip = request_emperor_title_troops_deny_desc
}
if = {
limit = {
scope:dominant_family = yes
}
change_influence = medium_influence_loss
}
if = {
limit = {
NOT = {
has_variable = admin_request_troop_cooldown
}
}
set_variable = {
name = admin_request_troop_cooldown
years = 5
}
}
else = {
remove_variable = admin_request_troop_cooldown
set_variable = {
name = admin_request_troop_cooldown
years = 5
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Uncategorized actions
- Cost: Influence
- varies
- Again on the same character
- after 1 year
- In the menu
- no (opened from elsewhere)
- ID
request_emperor_title_troops_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.