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

Challenge House Head

No costLegacy of PersiaAccepted automatically in some cases; otherwise the AI weighs it

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

  • 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:
    • Has the target as house head
    • One of these

      • has_house_unity_parameter = unity_can_challenge_house_head
      • or

        Their house head:
      • or

        You › Any character struggle:
        • has_struggle_phase_parameter = unlocks_challenge_house_head_for_clans

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.

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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

    Then

    • They use their Hook on …

    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

    Else if

    • You: Is an heir of the target

    Then

    • Request from Heir

    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.

ReasonAmount
Base+25
Reluctance to fight to the death
when
  • The option “lethal” is chosen
-50
Ambitious
when
+15
Brave
when
+25
Craven
when
varies
Greed
when
  • scope:recipient.ai_greed != 0
varies
Honor
when
  • scope:recipient.ai_honor != 0
varies
Energy
when
  • scope:recipient.ai_energy != 0
varies
Relative Prowess
when
  • NOT = { scope:diplomacy = yes }
varies
Reluctance to kill Close Family
when
  • The option “lethal” is chosen
  • The character you target:
    • One of these

      • Is a parent of you
      • or

        Is a child of you
    • Does not have you as rival
× 0.5
Not Sōryō Government or Bushidō Tradition
when
× 0.5
Their opinion of you × 0.5varies
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

        Then

        • Use a Hook on the house head
      • 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

            • The house challenger: Government is Clan
            • The house head: Government is Clan
            • The house challenger’s house is the house head’s
            • If

              • You are not the target

              Then

              • The house challenger is not the house head

            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

            • 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
                • The house challenger’s house is not the house head’s
              • or

                The house head: Is Lowborn

            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 }

        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

              • The house challenger: Government is Clan
              • The house head: Government is Clan
              • The house challenger’s house is the house head’s
              • If

                • You are not the target

                Then

                • The house challenger is not the house head

              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
                  • The house challenger’s house is not the house head’s
                • or

                  The house head: Is Lowborn

              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

              • The house challenger: Government is Clan
              • The house head: Government is Clan
              • The house challenger’s house is the house head’s
              • If

                • You are not the target

                Then

                • The house challenger is not the house head

              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

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).

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