Interaction · Candidacy
Ask to Influence Candidacy
Pay the recipient to spend their Influence to increase a Character's Candidate Score for Governor or …
What you need
You
To send it
- Is not in a Civil War
- You cannot ask … to support …
If
a check the game hides
Then
If
scope:target.min_appointment_level > 0
Then
- The other character:
has_appointment_level_for_title = scope:target
- The target:
- Title tier at least scope:actor.main administrative tier
is_landless_type_title = no- The … is not a Noble Family Title
- Their holder:
top_liege = scope:actor.top_liegehas_realm_law_flag = appointment_type_succession
- If played by the AI: Any succession appointment invested title:
To see it in the menu
- you has administrative government mechanic
- Your government does not have the government has merit flag
- If played by the AI › Your house:
One of these
is_powerful_family = yesor
is_dominant_family = yes
The character you target
To send it
- Influence at least 50
- Is not in a Civil War
To see it in the menu
- Their government does not have the government has merit flag
- they has administrative government mechanic
top_liege ?= scope:actor.top_liege
Which title you can pick
If
a check the game hides
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
If
- You: Is played by the AI
- The other character:
has_succession_appointment_investors = scope:target
Then
- The target › Any succession appointment investors:
candidate = scope:secondary_recipient
Ask to Influence Candidacy is a candidacy character interaction in Crusader Kings III. You need: Is not in a Civil War and You cannot ask … to support …. The character you target needs: Influence at least 50 and Is not in a Civil War. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include The recipient is the Leading House House Head (+50), The recipient has excessive amounts of Influence (+20), The recipient has spare Influence (+10) and 31 more. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (2)
- What are the requirements for Ask to Influence Candidacy in CK3?
- You: Is not in a Civil War and You cannot ask … to support …. The character you target: Influence at least 50 and Is not in a Civil War. (patch 1.20.1.2)
- How do I get the AI to accept Ask to Influence Candidacy?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: The recipient is the Leading House House Head +50, Opinion, The recipient has excessive amounts of Influence +20, The recipient has spare Influence +10, The recipient doesn't have much Influence -100, The recipient holds the the target -25, Close Family is among the top 3 candidates -100, Target Title is held by Top Liege -25, The recipient looks up to a Powerful Family +15, The recipient dare not refuse a Dominant Family +25, The recipient belong to a Powerful Family -15, The recipient belong to a Dominant Family -25, Difference in Level of Influence, They is your Rival -100, They is your Nemesis -150, We are Close Family +50, We are Extended Family +25, You … of their House +5, You … the recipient's friend +15, You … the recipient's best friend +30, The other character is the recipient's Rival -50, The other character is the recipient's Nemesis -100, The recipient is their Liege's Rival +25, The recipient is their Liege's Rival +50, The recipient is their Liege's Friend -50, The recipient is their Liege's Friend -100, The recipient is close to their Liege -30, The recipient is their Liege's Relative -20, Ambitious -50, Callous -20, Fickle -30, Paranoid -25, Trusting +10, Arbitrary -15, Craven -20 and Craven +20.
Will they accept?
Accepted automatically when:
- They use their Hook on …
Otherwise 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 | -40 |
The recipient is the Leading House House Headwhen
| +50 |
| Opinion | varies |
The recipient has excessive amounts of Influencewhen
| +20 |
The recipient has spare Influencewhen
| +10 |
The recipient doesn't have much Influencewhen
| -100 |
The recipient holds the the targetwhen
| -25 |
Close Family is among the top 3 candidateswhen
| -100 |
Target Title is held by Top Liegewhen
| -25 |
The recipient looks up to a Powerful Familywhen
| +15 |
The recipient dare not refuse a Dominant Familywhen
| +25 |
The recipient belong to a Powerful Familywhen
| -15 |
The recipient belong to a Dominant Familywhen
| -25 |
Difference in Level of Influencewhen
| varies |
They is your Rivalwhen
| -100 |
They is your Nemesiswhen
| -150 |
We are Close Familywhen
| +50 |
We are Extended Familywhen
| +25 |
You … of their Housewhen
| +5 |
You … the recipient's friendwhen
| +15 |
You … the recipient's best friendwhen
| +30 |
The other character is the recipient's Rivalwhen
| -50 |
The other character is the recipient's Nemesiswhen
| -100 |
The recipient is their Liege's Rivalwhen
| +25 |
The recipient is their Liege's Rivalwhen
| +50 |
The recipient is their Liege's Friendwhen
| -50 |
The recipient is their Liege's Friendwhen
| -100 |
The recipient is close to their Liegewhen
| -30 |
The recipient is their Liege's Relativewhen
| -20 |
| Ambitious | -50 |
| Callous | -20 |
| Fickle | -30 |
| Paranoid | -25 |
| Trusting | +10 |
| Arbitrary | -15 |
| Craven | -20 |
| Craven | +20 |
Acceptance (ai_accept) (267 lines of game script)
base = -40
modifier = {
house.house_confederation.leading_house.house_head ?= scope:actor
add = 50
desc = leading_house_head_reason
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
desc = AI_SIMPLE_OPINION_REASON
}
modifier = {
influence >= {
value = monumental_influence_value
multiply = 3
}
add = 20
desc = plenty_of_influence_reason
}
modifier = {
influence >= massive_influence_value
influence < {
value = monumental_influence_value
multiply = 3
}
add = 10
desc = has_influence_reason
}
modifier = {
influence < major_influence_value
add = -100
desc = not_enough_influence_reason
}
modifier = {
exists = scope:target
scope:target.holder = scope:recipient
exists = scope:recipient.house
exists = scope:secondary_recipient
NOT = {
scope:secondary_recipient.house ?= scope:recipient.house
}
add = -25
desc = requesting_my_title_reason
}
modifier = {
exists = scope:recipient
scope:target ?= {
any_title_heir = {
scope:target ?= {
place_in_line_of_succession = {
target = prev
value <= 3
}
}
is_close_family_of = scope:recipient
}
}
exists = scope:secondary_recipient
NOT = {
scope:secondary_recipient = {
scope:target ?= {
place_in_line_of_succession = {
target = prev
value <= 3
}
}
is_close_family_of = scope:recipient
}
}
add = -100
desc = close_family_in_line_of_succession
}
modifier = {
exists = scope:target
scope:target.holder = {
top_liege = this
this != scope:actor
}
add = -25
desc = targeting_top_liege_title
}
modifier = {
scope:actor.house ?= {
is_powerful_family = yes
}
scope:recipient.house ?= {
is_powerful_family = no
is_dominant_family = no
}
add = 15
desc = your_house_is_powerful_reason
}
modifier = {
scope:actor.house ?= {
is_dominant_family = yes
}
scope:recipient.house ?= {
is_dominant_family = no
}
add = 25
desc = your_house_is_dominant_reason
}
modifier = {
scope:recipient.house ?= {
is_powerful_family = yes
}
scope:actor.house ?= {
is_powerful_family = no
is_dominant_family = no
}
add = -15
desc = their_house_is_powerful_reason
}
modifier = {
scope:recipient.house ?= {
is_dominant_family = yes
}
scope:actor.house ?= {
is_dominant_family = no
}
add = -25
desc = their_house_is_dominant_reason
}
modifier = {
scope:actor.influence_level != scope:recipient.influence_level
add = {
add = {
add = 10
multiply = scope:actor.influence_level
}
subtract = {
add = 10
multiply = scope:recipient.influence_level
}
}
desc = difference_in_influence_level_reason
}
modifier = {
scope:actor = {
has_relation_rival = scope:recipient
}
add = -100
desc = AI_YOUR_RIVAL
}
modifier = {
scope:actor = {
has_relation_nemesis = scope:recipient
}
add = -150
desc = offer_vassalization_interaction_aibehavior_nemesis_tt
}
modifier = {
scope:recipient = {
is_close_family_of = scope:actor
}
add = 50
desc = CLOSE_FAMILY_REASON
}
modifier = {
scope:recipient = {
is_extended_family_of = scope:actor
}
add = 25
desc = EXTENDED_FAMILY_REASON
}
modifier = {
exists = scope:actor.house
scope:recipient = {
NOR = {
is_close_family_of = scope:actor
is_extended_family_of = scope:actor
}
house ?= scope:actor.house
}
add = 5
desc = YOU_ARE_MY_HOUSE_MEMBER
}
modifier = {
scope:actor = {
has_relation_friend = scope:recipient
NOT = {
has_relation_best_friend = scope:recipient
}
}
add = 15
desc = WE_ARE_FRIENDS
}
modifier = {
scope:actor = {
has_relation_best_friend = scope:recipient
}
add = 30
desc = WE_ARE_BEST_FRIENDS
}
modifier = {
scope:recipient = {
has_relation_rival = scope:secondary_recipient
NOT = {
has_relation_nemesis = scope:secondary_recipient
}
}
add = -50
desc = RIVAL_TO_ME_REASON
}
modifier = {
scope:recipient = {
has_relation_nemesis = scope:secondary_recipient
}
add = -100
desc = NEMESIS_TO_ME_REASON
}
modifier = {
exists = scope:target
scope:recipient = {
has_relation_rival = scope:target.holder
NOT = {
has_relation_nemesis = scope:target.holder
}
liege = scope:target.holder
liege != scope:actor
}
add = 25
desc = AI_THEIR_RIVAL
}
modifier = {
exists = scope:target
scope:recipient = {
has_relation_nemesis = scope:target.holder
liege = scope:target.holder
liege != scope:actor
}
add = 50
desc = AI_THEIR_RIVAL
}
modifier = {
exists = scope:target
scope:recipient = {
has_relation_friend = scope:target.holder
NOT = {
has_relation_best_friend = scope:target.holder
}
liege = scope:target.holder
liege != scope:actor
}
add = -50
desc = AI_THEIR_FRIEND
}
modifier = {
exists = scope:target
scope:recipient = {
has_relation_best_friend = scope:target.holder
liege = scope:target.holder
liege != scope:actor
}
add = -100
desc = AI_THEIR_FRIEND
}
modifier = {
exists = scope:target
scope:recipient = {
has_relation_lover = scope:target.holder
liege = scope:target.holder
liege != scope:actor
}
add
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
If
- The target:
One of these
has_title_law = acclamation_succession_lawor
Their holder: Has the Acclamation Succession Law
Then
- … Title or its Holder has the Acclamation Succession Law, and Acclamation will supersede any candidate score and go to the primary heir instead.
- The target:
If
- The character you target: Is played by a person
Then
- The character you target:
change_influence = { value = appointment_medium_influence_cost multiply = -1 }
- The target:
change_appointment_investment = { … }
- You:
- Opinion: Thankful (+30)
- Event ep3_interactions_events.0201
Otherwise
- The character you target: … spends Influence to support … for …
- You: Event ep3_interactions_events.0201
If they refuse
- Opinion: Disappointed (-10)
- Event ep3_interactions_events.0202
Options when sending
- Use a Hook
Events it fires: ep3_interactions_events.0201, ep3_interactions_events.0202
• 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
NOT = {
government_has_flag = government_has_merit
}
trigger_if = {
limit = {
is_ai = yes
}
house ?= {
OR = {
is_powerful_family = yes
is_dominant_family = yes
}
}
}
is_shown = scope:recipient = {
this != scope:actor
NOT = {
government_has_flag = government_has_merit
}
government_has_mechanic = administrative
top_liege ?= scope:actor.top_liege
}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_in_civil_war = no
}
scope:recipient = {
influence >= appointment_minor_influence_cost
is_in_civil_war = no
}
trigger_if = {
limit = {
scope:hook = no
}
scope:actor = {
gold >= medium_gold_value
}
}
custom_tooltip = {
text = appointment_cannot_support_themself
scope:recipient != scope:secondary_recipient
}
trigger_if = {
limit = {
exists = scope:secondary_recipient
exists = scope:target
}
trigger_if = {
limit = {
scope:target.min_appointment_level > 0
}
scope:secondary_recipient = {
has_appointment_level_for_title = scope:target
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (233 lines of game script)
on_accept = if = {
limit = {
scope:target = {
this != holder.primary_title
OR = {
has_title_law = acclamation_succession_law
holder = {
has_realm_law = acclamation_succession_law
}
}
}
}
custom_tooltip = acclamation_succession_warning_tt
}
scope:actor = {
if = {
limit = {
scope:hook = yes
has_hook = scope:recipient
}
use_hook = scope:recipient
}
}
if = {
limit = {
scope:hook = no
}
scope:actor = {
pay_short_term_gold = {
target = scope:recipient
gold = medium_gold_value
}
}
}
if = {
limit = {
scope:recipient = {
is_ai = no
}
}
scope:recipient = {
change_influence = {
value = appointment_medium_influence_cost
multiply = -1
}
}
scope:target = {
change_appointment_investment = {
target = scope:secondary_recipient
investor = scope:recipient
value = {
value = appointment_score_medium_value
if = {
limit = {
scope:recipient = {
has_council_position = minister_personnel
}
}
multiply = 2
}
}
}
}
scope:actor = {
add_opinion = {
target = scope:recipient
modifier = thankful_opinion
opinion = 30
}
trigger_event = ep3_interactions_events.0201
}
}
else = {
scope:recipient = {
custom_tooltip = request_appointment_support_tt
}
hidden_effect = {
random_list = {
60 = {
scope:actor = {
save_scope_value_as = {
name = request_support_score
value = {
value = appointment_score_minor_value
if = {
limit = {
scope:recipient = {
has_council_position = minister_personnel
}
}
multiply = 2
}
}
}
send_interface_message = {
type = msg_candidacy_improved
title = supported_candidacy_toast
left_icon = scope:secondary_recipient
right_icon = scope:target
custom_tooltip = request_appointment_support_toast_tt
scope:target = {
change_appointment_investment = {
target = scope:secondary_recipient
investor = scope:recipient
value = scope:request_support_score
}
}
}
}
scope:recipient = {
change_influence = {
value = appointment_minor_influence_cost
multiply = -1
}
}
}
30 = {
scope:actor = {
save_scope_value_as = {
name = request_support_score
value = {
value = appointment_score_medium_value
if = {
limit = {
scope:recipient = {
has_council_position = minister_personnel
}
}
multiply = 2
}
}
}
send_interface_message = {
type = msg_candidacy_improved
title = supported_candidacy_toast
left_icon = scope:secondary_recipient
right_icon = scope:target
custom_tooltip = request_appointment_support_toast_tt
scope:target = {
change_appointment_investment = {
target = scope:secondary_recipient
investor = scope:recipient
value = scope:request_support_score
}
}
}
}
scope:recipient = {
change_influence = {
value = appointment_medium_influence_cost
multiply = -1
}
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.2
min = 0
}
modifier = {
factor = 1.5
scope:recipient = {
has_any_good_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
}
}
modifier = {
factor = 2
scope:recipient = {
has_any_best_good_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
}
}
modifier = {
factor = 0
scope:recipient = {
influence < appointment_medium_influence_cost
}
}
}
10 = {
scope:actor = {
save_scope_value_as = {
name = request_support_score
value = {
value = appointment_score_major_value
if = {
limit = {
scope:recipient = {
has_council_position = minister_personnel
}
}
multiply = 2
}
}
}
send_interface_message = {
type = msg_candidacy_improved
title = supported_candidacy_toast
left_icon = scope:secondary_recipient
right_icon = scope:target
custom_tooltip = request_appointment_support_toast_tt
scope:target = {
change_appointment_investment = {
target = scope:secondary_recipient
investor = scope:recipient
value = scope:request_support_score
}
}
}
}
scope:recipient = {
change_influence = {
value = appointment_major_influence_cost
multiply = -1
}
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.3
min = 0
}
modifier = {
factor = 1.5
scope:recipient = {
has_any_good_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Candidacy
- In the menu
- under More…
- ID
request_appointment_support
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. “…” marks words the game fills in at play time (a name, a title).