Interaction · Hostile actions
Challenge House Head
Challenge the recipient as the … House Head. Rejecting will reflect poorly on them
What you need
You
To send it
- Is at not War
- … recently accepted a challenge
Also needed: available (an adult, not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity
To see it in the menu
One of these
- Your Government is Clan
or
One of these
- Your Government is Ritsuryō
or
Your Government is Sōryō
- If played by the AI:
If
a check the game hides
Then
- Your house: Does not have the house check as house head
- Is available (not imprisoned, not incapable)
- Your house:
The character you target
- Is at not War
- … must not be more than 1 Rank higher than you
- House … recently had a challenge for House Head
- … is the Ceremonial Monarch
- … is already considering a challenge
Also needed: available (an adult, not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity
Challenge House Head is a hostile character interaction in Crusader Kings III. You need: Is at not War, 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 and 2 more. The character you target needs: Is at not War, 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 and 3 more. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Reluctance to fight to the death (-50), Ambitious (+15) and Brave (+25). It needs Legacy of Persia. Patch 1.20.1.2, from game/common/character_interactions/00_fp3_interactions.txt.
Quick answers (2)
- What are the requirements for Challenge House Head in CK3?
- You: Is at not War, 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 … and You are already planning another Activity. The character you target: Is at not War, 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, Busy participating in an Activity, You are already planning another Activity and House … recently had a challenge for House Head. (patch 1.20.1.2)
- How do I get the AI to accept Challenge House Head?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Reluctance to fight to the death -50, Ambitious +15, Brave +25, Craven, Greed, Honor, Energy, Relative Prowess, Reluctance to kill Close Family and Not Sōryō Government or Bushidō Tradition.
Will they accept?
Accepted automatically when:
If
- The character you target: Is not a ruler
Then
- The character you target: Is not a ruler
Else if
- The character you target: Is a vassal (or below) of you
Then
- The character you target: Is a vassal (or below) of you
Otherwise
- Never
Otherwise 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 | +25 |
Reluctance to fight to the deathwhen
| -50 |
| Ambitious | +15 |
| Brave | +25 |
| Craven | varies |
Greedwhen
| varies |
Honorwhen
| varies |
Energywhen
| varies |
Relative Prowesswhen
| varies |
Reluctance to kill Close Familywhen
| × 0.5 |
Not Sōryō Government or Bushidō Traditionwhen
| × 0.5 |
| Their opinion of you × 0.5 | varies |
Acceptance (ai_accept) (103 lines of game script)
base = 25
modifier = {
add = -50
scope:lethal = yes
desc = AI_AVOID_LETHAL_DUEL
}
modifier = {
add = 15
scope:recipient = {
has_trait = ambitious
}
desc = INTERACTION_AMBITIOUS
}
modifier = {
add = 25
scope:recipient = {
has_trait = brave
}
desc = INTERACTION_BRAVE
}
modifier = {
add = {
value = -25
if = {
limit = {
scope:lethal = yes
}
multiply = 2
}
}
scope:recipient = {
has_trait = craven
}
desc = INTERACTION_CRAVEN
}
modifier = {
scope:recipient.ai_greed != 0
add = {
value = scope:recipient.ai_greed
multiply = -1
max = 35
min = -35
}
desc = AI_VALUE_MODIFIER_GREED
}
modifier = {
scope:recipient.ai_honor != 0
add = {
value = scope:recipient.ai_honor
max = 75
min = -35
}
desc = AI_VALUE_MODIFIER_HONOR
}
modifier = {
scope:recipient.ai_energy != 0
add = {
value = scope:recipient.ai_energy
max = 10
min = -10
}
desc = AI_VALUE_MODIFIER_ENERGY
}
modifier = {
NOT = {
scope:diplomacy = yes
}
add = {
value = scope:recipient.prowess
subtract = scope:actor.prowess
multiply = 2
}
desc = CTSC_RELATIVE_PROWESS
}
modifier = {
scope:lethal = yes
scope:recipient = {
OR = {
is_parent_of = scope:actor
is_child_of = scope:actor
}
NOT = {
has_relation_rival = scope:actor
}
}
factor = 0.5
desc = AI_AVOID_LETHAL_DUEL_WITH_FAMILY
}
modifier = {
NOT = {
scope:diplomacy = yes
}
scope:recipient = {
government_is_japanese_trigger = yes
tgp_soryo_or_bushido_trigger = no
}
factor = 0.5
desc = AI_NOT_SORYO_OR_BUSHIDO
}
opinion_modifier = {
opinion_target = scope:actor
multiplier = 0.5
}As written in game/common/character_interactions/00_fp3_interactions.txt.
What happens
If they accept
If
One of these
- The character you target: Is a vassal (or below) of you
or
The character you target: Is not a ruler
Then
- Your house:
set_house_head = scope:actor
Otherwise
- You:
If
- The option “diplomacy” is chosen
Then
- … will attempt to persuade … to step aside as the … House Head
- Event fp3_misc_decisions.0026
- The house head: … may ask for something in return, if receptive!
- Your house:
If
Then
- The house challenger’s house:
add_unity_value = { … }
If
- If minor unity loss at least 0: Minor unity loss at least 6
- Otherwise: Minor unity loss at most 6
Then
notify_players_about_unity_change_effect = { CHARACTER = scope:house_challenger TARGET = scope:house_head DESC = clan_unity_challenged_to_duel.desc }
Else if
Then
- The house challenger’s house:
add_unity_value = { … }
If
- If minor unity loss at least 0: Minor unity loss at least 6
- Otherwise: Minor unity loss at most 6
Then
notify_players_about_unity_change_effect = { CHARACTER = scope:house_challenger TARGET = scope:house_head DESC = clan_unity_challenged_to_duel.desc }
- The house challenger’s house:
Otherwise
If
- The option “lethal” is not chosen
Then
- … will non-lethally Duel … to become the … House Head
- The house head: … will gain a Weak Hook on … if victorious!
- Your house:
If
Then
apply_clan_unity_interaction_effect = { … }
Else if
Then
apply_clan_unity_interaction_effect = { … }
Otherwise
- … will lethally Duel … to become the … House Head
- The house head: … will die if defeated!
- Your house:
If
Then
apply_clan_unity_interaction_effect = { … }
Else if
- Yes
- The house challenger: Government is Clan
- The house challenger’s house: Has the house challenger as house head
One of these
All of these
exists = scope:house_head.house- … (more in the script below)
or
… (more in the script below)
- … (more in the script below)
- … (more in the script below)
If they refuse
- Event fp3_misc_decisions.0025
- The character you target: Gain -350 Prestige
Options when sending
- Negotiate
- Lethal Duel
- Use a Hook
Events it fires: fp3_misc_decisions.0026, fp3_misc_decisions.0022, fp3_misc_decisions.0025
• 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) (29 lines of game script)
is_available = OR = {
government_has_flag = government_is_clan
government_is_japanese_trigger = yes
}
trigger_if = {
limit = {
is_ai = yes
}
is_house_head = no
is_physically_able = yes
}
is_shown = has_fp3_dlc_trigger = yes
scope:actor = {
this != scope:recipient
house ?= {
house_head ?= scope:recipient
OR = {
has_house_unity_parameter = unity_can_challenge_house_head
house_head ?= {
government_is_japanese_trigger = yes
}
scope:actor = {
any_character_struggle = {
has_struggle_phase_parameter = unlocks_challenge_house_head_for_clans
}
}
}
}
}As written in game/common/character_interactions/00_fp3_interactions.txt.
Can be sent when (is_valid…) (38 lines of game script)
scope:actor = {
is_at_war = no
is_available_adult = yes
}
scope:recipient = {
is_at_war = no
is_available_adult = yes
custom_tooltip = {
text = fp3_challenge_house_head_interaction_tier_tt
tier_difference = {
target = scope:actor
value <= 1
}
}
custom_tooltip = {
text = fp3_challenge_house_head_interaction_recent_tt
NOT = {
has_character_flag = fp3_challenge_house_head_recent_flag
}
}
tgp_is_ceremonial_liege_trigger = no
}
scope:actor = {
custom_tooltip = {
text = fp3_challenge_house_head_interaction_accepted_tt
NOT = {
has_character_flag = accepted_house_head_challenge_flag
}
}
}
scope:recipient = {
custom_tooltip = {
text = fp3_challenge_house_head_interaction_ongoing_tt
NOT = {
has_character_flag = ongoing_house_head_challenge_flag
}
}
}As written in game/common/character_interactions/00_fp3_interactions.txt.
Effects (on_send, on_accept, on_decline) (136 lines of game script)
on_send = scope:recipient = {
add_character_flag = {
flag = ongoing_house_head_challenge_flag
months = 1
}
add_character_flag = {
flag = ai_cooldown_house_head_challenge_flag
years = 5
}
}
on_accept = scope:recipient = {
save_scope_as = house_head
}
if = {
limit = {
OR = {
scope:recipient = {
is_vassal_or_below_of = scope:actor
}
scope:recipient = {
is_ruler = no
}
}
}
scope:actor.house = {
set_house_head = scope:actor
}
}
else = {
scope:actor = {
save_scope_as = house_challenger
if = {
limit = {
scope:hook = yes
}
use_hook = scope:house_head
}
if = {
limit = {
scope:diplomacy = yes
}
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.diplomacy
trigger_event = fp3_misc_decisions.0026
scope:house_head = {
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.diplomacy
}
house = {
add_clan_unity_interaction_effect = {
CHARACTER = scope:house_challenger
TARGET = scope:house_head
VALUE = minor_unity_loss
DESC = clan_unity_challenged_to_duel.desc
REVERSE_NON_HOUSE_TARGET = yes
}
}
}
else = {
if = {
limit = {
scope:lethal = no
}
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.a
scope:house_head = {
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.b
}
house = {
add_clan_unity_interaction_effect = {
CHARACTER = scope:house_challenger
TARGET = scope:house_head
VALUE = minor_unity_loss
DESC = clan_unity_challenged_to_duel.desc
REVERSE_NON_HOUSE_TARGET = yes
}
}
}
else = {
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.a.lethal
scope:house_head = {
custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.b.lethal
}
house = {
add_clan_unity_interaction_effect = {
CHARACTER = scope:house_challenger
TARGET = scope:house_head
VALUE = major_unity_loss
DESC = clan_unity_challenged_to_duel.desc
REVERSE_NON_HOUSE_TARGET = yes
}
}
}
scope:actor = {
custom_description_no_bullet = {
text = challenge_house_head_japanese_admin
}
if = {
limit = {
government_is_japanese_trigger = yes
tgp_soryo_or_bushido_trigger = no
}
if = {
limit = {
scope:lethal = no
}
add_prestige = medium_prestige_loss
}
else = {
add_prestige = major_prestige_loss
add_prestige_level = -1
}
}
}
trigger_event = fp3_misc_decisions.0022
}
}
if = {
limit = {
scope:diplomacy = no
}
if = {
limit = {
scope:lethal = no
}
custom_tooltip = fp3_challenge_house_head_interaction_duel_tooltip_warning
}
else = {
custom_tooltip = fp3_challenge_house_head_interaction_duel_tooltip_warning_lethal
}
}
}
on_decline = scope:actor = {
trigger_event = fp3_misc_decisions.0025
}
scope:recipient = {
add_prestige = major_prestige_loss
remove_character_flag = ongoing_house_head_challenge_flag
}As written in game/common/character_interactions/00_fp3_interactions.txt.
- Category
- Hostile actions
- Again on the same character
- after 10 years
- DLC
- Legacy of Persia
- In the menu
- under More…
- ID
fp3_challenge_house_head_interaction
Source: game/common/character_interactions/00_fp3_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).