CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diplomatic actions

Buy Artifact Claim

No costAccepted automatically

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

    • If

      • The target:
        • rarity = common

      Then

      • You: You have 250 Piety

      Else if

      • The target:
        • rarity = masterwork

      Then

      • You: You have 500 Piety

      Else if

      • The target:
        • rarity = famed

      Then

      • You: You have 1,000 Piety

      Otherwise

      • You: You have 2,000 Piety

    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

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

      • Cannot play landless rulers without having an Estate
      • or

        If

        • One of these

          • Is landed
          • or

            Your Government is a Theocratic-type Government

        Then

      • or

        All of these

        • Your liege:
          • All of these

            • Holds China
            • Government is Celestial
            • Their government has the government uses ministry budget flag
        • One of these

      • or

        Has “laamp transition” (a variable the game's script sets)
    • 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 }
  • If

    a check the game hides

    Then

    • None of these

      • Their activity:
        • has_activity_type = activity_coronation
        • activity_host ?= scope:recipient

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)

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.

for a guide, post or blog
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:
      • If

        • The target:
          • is_holy_relic_for = scope:actor.faith
          • rarity = common

        Then

        Else if

        • The target:
          • is_holy_relic_for = scope:actor.faith
          • rarity = masterwork

        Then

        Else if

        • The target:
          • is_holy_relic_for = scope:actor.faith
          • rarity = famed

        Then

        • You: Gain -1,000 Piety

        Else if

        • The target:
          • is_holy_relic_for = scope:actor.faith
          • rarity = illustrious

        Then

        • You: Gain -2,000 Piety
      • add_personal_artifact_claim = scope:target

    Otherwise

    • You:
      • If

        • The target:
          • rarity = common

        Then

        Else if

        • The target:
          • rarity = masterwork

        Then

        Else if

        • The target:
          • rarity = famed

        Then

        Else if

        • The target:
          • rarity = illustrious

        Then

      • add_personal_artifact_claim = scope: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

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

• 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.

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