Interaction · Friendly actions
Befriend (Scheme)
I will win the friendship of the recipient!
What you need
You
To send it
can_start_scheme = { type = befriend target_character = scope:recipient }- In some cases (on a condition the game doesn't show) › You:
prestige >= befriend_interaction_cost_value
To see it in the menu
- If played by the AI:
One of these
- Has the Befriend Perk
or
Your culture: The Culture has the Automatically has access to the Befriend Scheme Traditionor
Any character struggle:involvement = involvedhas_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
or
Your house:has_house_aspiration_parameter = aspect_of_serenity
or
Your dynasty: The Dynasty has the Decentralized Rule Legacy
One of these
- Your Spiritual Fulfillment is at least 30
or
Your Spiritual Fulfillment is at least 65or
Your Spiritual Fulfillment is at least 95or
All of these
- Your house:
has_house_head_parameter = unlock_befriend_scheme
If
a check the game hides
Then
- Your house: Has the house check as house head
- Your house:
or
Has the Befriend Perkor
All of these
- Your dynasty: The Dynasty has the Decentralized Rule Legacy
- Is the liege (or above) of the target
or
Your culture: The Culture has the Automatically has access to the Befriend Scheme Traditionor
Any character struggle:involvement = involvedhas_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
or
All of these
- Your Government is Clan
All of these
exists = houseexists = scope:recipient.houseOne of these
- Your Government is Clan
or
The character you target: Government is Clan
- Is of the same house as the target
top_liege = scope:recipient.top_liege
- Your house: House unity is harmonious
or
Your Government is Nomadic
Befriend (Scheme) is a friendly character interaction in Crusader Kings III. Accepted automatically. It costs Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/00_scheme_interactions.txt.
Quick answers (2)
- Will the AI accept Befriend (Scheme)?
- Yes: it is accepted automatically.
- How much does Befriend (Scheme) cost?
- Prestige (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- In some cases (on a condition the game doesn't show) › You › If befriend interaction cost more than 0:
add_prestige = { … }
- Start the Befriend scheme against the target
• 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) (45 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
OR = {
has_perk = befriend_perk
culture ?= {
has_cultural_parameter = automatic_befriend_access
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
}
house ?= {
has_house_aspiration_parameter = aspect_of_serenity
}
dynasty ?= {
has_dynasty_perk = fp1_adventure_legacy_5
}
}
NOR = {
has_trait = shy
has_trait = callous
AND = {
is_lowborn = yes
primary_title.tier <= tier_barony
}
any_scheme = {
OR = {
scheme_type = befriend
scheme_type = seduce
scheme_type = courting
scheme_type = elope
scheme_type = learn_language
scheme_type = teach_governor
}
}
}
}
is_shown = scope:puppet_or_actor ?= {
can_use_befriend_scheme_trigger = {
TARGET = scope:recipient
}
}
scope:puppet_or_actor != scope:recipientAs written in game/common/character_interactions/00_scheme_interactions.txt.
Can be sent when (is_valid…) (25 lines of game script)
scope:puppet_or_actor = {
can_start_scheme = {
type = befriend
target_character = scope:recipient
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
has_government = landless_adventurer_government
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:puppet_or_actor
}
}
trigger_if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
prestige >= befriend_interaction_cost_value
}
}As written in game/common/character_interactions/00_scheme_interactions.txt.
Effects (on_send, on_accept, on_decline) (95 lines of game script)
on_accept = if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
if = {
limit = {
befriend_interaction_cost_value > 0
}
add_prestige = {
value = {
add = befriend_interaction_cost_value
max = prestige
multiply = -1
}
}
}
}
}
scope:puppet_or_actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = befriend_interaction_notification
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = befriend
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = befriend_interaction_notification_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
}
}
}
if = {
limit = {
scope:recipient = {
has_trait = stubborn
}
}
scope:puppet_or_actor = {
random_scheme = {
type = befriend
limit = {
scheme_target_character = scope:recipient
}
scheme_target_character = {
random_list = {
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -5
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -10
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -15
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -20
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -25
}
}
}
}
}
}
}As written in game/common/character_interactions/00_scheme_interactions.txt.
- Category
- Friendly actions
- Cost: Prestige
- varies
- Starts the scheme
- Befriend
- In the menu
- under More…
- ID
befriend_interaction
Source: game/common/character_interactions/00_scheme_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.