Interaction · Diplomatic actions
Buy Artifact Claim
Spend Prestige or Piety to gain a Personal Artifact Claim on one of the recipient's Artifacts
What you need
You
To send it
None of these
- The target is you
- The character you target: Is imprisoned by you
If
- The target:
is_holy_relic_for = scope:actor.faith
Then
Otherwise
If
- The target:
rarity = common
Then
- You: You have 375
Else if
- The target:
rarity = masterwork
Then
- You: You have 750
Else if
- The target:
rarity = famed
Then
- You: You have 1,500
Otherwise
- You: You have 3,000
- The target:
- The target:
To see it in the menu
- Has the Accomplished Forger Perk
- If played by the AI:
- Ai greed at least 50
- Piety more than 250
- Is a ruler
One of these
- Is not imprisoned
- Prestige more than 350
- Is available (an adult, not in an army, not imprisoned, not incapable)
- Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux
- You are currently busy …
- You are already planning another Activity
- Your government is not Adventurer
None of these
- The target is you
- The character you target: Is imprisoned by you
The character you target
To send it
- Any character artifact › You:
NOT = { has_personal_artifact_claim = prev }
To see it in the menu
in_diplomatic_range = scope:actor- Any character artifact:
- You:
NOT = { has_personal_artifact_claim = prev }
- Does not have “pope hat” (a variable the game's script sets)
NOT = { artifact_type = wall_big }
- You:
If
a check the game hides
Then
None of these
- Their activity:
has_activity_type = activity_coronationactivity_host ?= scope:recipient
- Their activity:
Which character you can pick
- The target:
None of these
- You:
has_personal_artifact_claim = prev
- Has “pope hat” (a variable the game's script sets)
artifact_type = wall_big- Has “is tribute mission artifact” (a variable the game's script sets)
- Has “artifact prevent transfer” (a variable the game's script sets)
- You:
Buy Artifact Claim is a diplomatic character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_artifact_interactions.txt.
Quick answers (1)
- Will the AI accept Buy Artifact Claim?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
- The target:
is_holy_relic_for = scope:actor.faith
Then
- You:
Else if
- The target:
is_holy_relic_for = scope:actor.faithrarity = illustrious
Then
- You: Gain -2,000 Piety
- The target:
add_personal_artifact_claim = scope:target
Otherwise
- The target:
- Stress and fulfillment impact: by trait: Just +40, Honest +40
- The character you target:
- Opinion: Bought a Personal Artifact Claim on My Artifact (-40)
If
- Does not have you as friend
- Does not have you as best friend
- Does not have you as rival
- Does not have you as nemesis
- Does not have you as potential rival
Then
set_relation_potential_rival = scope:actor
If
Then
- Your house:
add_unity_value = { … }
- Your house:
• 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) (47 lines of game script)
is_available = has_perk = accomplished_forger_perk
trigger_if = {
limit = {
is_ai = yes
}
ai_greed >= high_positive_ai_value
piety > major_piety_value
is_playable_character = yes
is_imprisoned = no
prestige > major_prestige_value
is_available_ai_adult = yes
}
is_landless_adventurer = no
is_shown = NOR = {
scope:recipient = scope:actor
scope:recipient = {
is_imprisoned_by = scope:actor
}
}
scope:recipient = {
in_diplomatic_range = scope:actor
any_character_artifact = {
exists = this
scope:actor = {
NOT = {
has_personal_artifact_claim = prev
}
}
NOR = {
has_variable = pope_hat
artifact_type = wall_big
}
}
}
scope:recipient = {
trigger_if = {
limit = {
exists = involved_activity
}
NOT = {
involved_activity ?= {
has_activity_type = activity_coronation
activity_host ?= scope:recipient
}
}
}
}As written in game/common/character_interactions/00_artifact_interactions.txt.
Can be sent when (is_valid…) (95 lines of game script)
NOR = {
scope:recipient = scope:actor
scope:recipient = {
is_imprisoned_by = scope:actor
}
}
scope:recipient = {
any_character_artifact = {
exists = this
scope:actor = {
NOT = {
has_personal_artifact_claim = prev
}
}
}
}
trigger_if = {
limit = {
scope:target ?= {
is_holy_relic_for = scope:actor.faith
}
}
trigger_if = {
limit = {
scope:target = {
rarity = common
}
}
scope:actor = {
piety >= minor_buy_claim_piety_value
}
}
trigger_else_if = {
limit = {
scope:target = {
rarity = masterwork
}
}
scope:actor = {
piety >= medium_buy_claim_piety_value
}
}
trigger_else_if = {
limit = {
scope:target = {
rarity = famed
}
}
scope:actor = {
piety >= major_buy_claim_piety_value
}
}
trigger_else = {
scope:actor = {
piety >= massive_buy_claim_piety_value
}
}
}
trigger_else = {
trigger_if = {
limit = {
scope:target ?= {
rarity = common
}
}
scope:actor = {
prestige >= minor_buy_claim_prestige_value
}
}
trigger_else_if = {
limit = {
scope:target ?= {
rarity = masterwork
}
}
scope:actor = {
prestige >= medium_buy_claim_prestige_value
}
}
trigger_else_if = {
limit = {
scope:target ?= {
rarity = famed
}
}
scope:actor = {
prestige >= major_buy_claim_prestige_value
}
}
trigger_else = {
scope:actor = {
prestige >= massive_buy_claim_prestige_value
}
}
}As written in game/common/character_interactions/00_artifact_interactions.txt.
Effects (on_send, on_accept, on_decline) (161 lines of game script)
on_accept = if = {
limit = {
scope:target = {
is_holy_relic_for = scope:actor.faith
}
}
scope:actor = {
send_interface_toast = {
type = event_artifact_good
title = bought_artifact_claim.t
left_icon = scope:recipient
right_icon = scope:target
if = {
limit = {
scope:target = {
is_holy_relic_for = scope:actor.faith
rarity = common
}
}
scope:actor = {
add_piety = minor_buy_claim_piety_loss
}
}
else_if = {
limit = {
scope:target = {
is_holy_relic_for = scope:actor.faith
rarity = masterwork
}
}
scope:actor = {
add_piety = medium_buy_claim_piety_loss
}
}
else_if = {
limit = {
scope:target = {
is_holy_relic_for = scope:actor.faith
rarity = famed
}
}
scope:actor = {
add_piety = major_buy_claim_piety_loss
}
}
else_if = {
limit = {
scope:target = {
is_holy_relic_for = scope:actor.faith
rarity = illustrious
}
}
scope:actor = {
add_piety = massive_buy_claim_piety_loss
}
}
add_personal_artifact_claim = scope:target
}
}
scope:recipient = {
send_interface_message = {
type = event_artifact_bad_text
title = sold_artifact_claim.t
desc = sold_artifact_claim.desc
left_icon = scope:actor
right_icon = scope:target
}
}
}
else = {
scope:actor = {
send_interface_toast = {
type = event_artifact_good
title = bought_artifact_claim.t
left_icon = scope:recipient
right_icon = scope:target
if = {
limit = {
exists = scope:target
scope:target = {
rarity = common
}
}
scope:actor = {
add_prestige = minor_buy_claim_prestige_loss
}
}
else_if = {
limit = {
exists = scope:target
scope:target = {
rarity = masterwork
}
}
scope:actor = {
add_prestige = medium_buy_claim_prestige_loss
}
}
else_if = {
limit = {
exists = scope:target
scope:target = {
rarity = famed
}
}
scope:actor = {
add_prestige = major_buy_claim_prestige_loss
}
}
else_if = {
limit = {
exists = scope:target
scope:target = {
rarity = illustrious
}
}
scope:actor = {
add_prestige = massive_buy_claim_prestige_loss
}
}
add_personal_artifact_claim = scope:target
}
}
scope:recipient = {
send_interface_message = {
type = event_artifact_bad_text
title = sold_artifact_claim.t
desc = sold_artifact_claim.desc
left_icon = scope:actor
right_icon = scope:target
}
}
}
scope:actor = {
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
honest = medium_stress_impact_gain
}
}
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = claimed_my_artifact_opinion
opinion = -40
}
if = {
limit = {
can_set_relation_potential_rival_trigger = {
CHARACTER = scope:actor
}
}
set_relation_potential_rival = scope:actor
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_bought_artifact_claim.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_artifact_interactions.txt.
- Category
- Diplomatic actions
- In the menu
- main list
- ID
buy_artifact_claim
Source: game/common/character_interactions/00_artifact_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.