CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Interaction · Diplomatic actions

Claim House Bloc Leadership

variesInfluencevariesPrestigeAccepted automatically in some cases; otherwise the AI weighs it

Raise your House as leader of the …

What you need

You

To send it

To see it in the menu

  • Is a ruler
  • Your Government uses Blocs
  • Your top liege: Government uses Blocs
  • Highest held Title is at least County Rank
  • Your top liege:
    • Government uses Blocs
    • Their top liege: Government uses Blocs
  • If played by the AI: Is landed
  • house.house_head ?= this
  • house.house_confederation.leading_house != house
  • scope:recipient.house.house_confederation ?= scope:actor.house.house_confederation

The character you target

Claim House Bloc Leadership is a diplomatic character interaction in Crusader Kings III. You need: Is at not War, Vassals cannot take House Bloc Leadership from their Liege or above, The Leading House of this Bloc has changed in the last 5 years, available again on … and 2 more. The character you target needs: Is at not War. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Spending Prestige (+25), Spending Influence (+25) and More than 51% of Bloc Member Houses have their House Head Allied to, Terrified of, Friends with, a Lover of, Vassal or below of, or Hooked by you, or owes loyalty to … as their Dynasty Head (+50). It costs Influence (varies), Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/10_tgp_japan_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Claim House Bloc Leadership in CK3?
You: Is at not War, Vassals cannot take House Bloc Leadership from their Liege or above, The Leading House of this Bloc has changed in the last 5 years, available again on …, Must not be a Vassal of the Leading House House Head and House members cannot assume Bloc leadership within 5 years of joining (… remaining). The character you target: Is at not War. (patch 1.20.1.2)
How do I get the AI to accept Claim House Bloc Leadership?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Relative House Military Power, Spending Prestige +25, Spending Influence +25, More than 51% of Bloc Member Houses have their House Head Allied to, Terrified of, Friends with, a Lover of, Vassal or below of, or Hooked by you, or owes loyalty to … as their Dynasty Head +50, Relative House Relations in Bloc and Relative Level of Splendor.
How much does Claim House Bloc Leadership cost?
Influence (varies), Prestige (varies) (patch 1.20.1.2).

Will they accept?

Accepted automatically when:

  • If

    • The character you target:

    Then

    • The character you target:
  • If

    • The character you target: Is a vassal (or below) of you

    Then

    • always = yes

    Otherwise

    • They use their Hook on …

Otherwise the AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base-50
Relative House Military Power
when
varies
Spending Prestige
when
  • The option “prestige” is chosen
+25
Spending Influence
when
  • The option “influence” is chosen
+25
More than 51% of Bloc Member Houses have their House Head Allied to, Terrified of, Friends with, a Lover of, Vassal or below of, or Hooked by you, or owes loyalty to … as their Dynasty Head
when
  • root.house.house_confederation ?= { … }
+50
Relative House Relations in Blocvaries
Relative Level of Splendor
when
  • Your dynasty is not the target’s
varies
Acceptance (ai_accept) (147 lines of game script)
base = -50
modifier = {
	scope:actor = {
		government_has_flag = government_is_japan_feudal
	}
	scope:recipient = {
		government_has_flag = government_is_japan_feudal
	}
	scope:actor.house != scope:recipient.house
	add = {
		value = 0
		scope:actor.house = {
			every_house_member = {
				limit = {
					top_liege = scope:actor.top_liege
					tgp_house_bloc_interaction_valid_trigger = yes
				}
				add = military_power
			}
		}
		scope:recipient.house = {
			every_house_member = {
				limit = {
					top_liege = scope:recipient.top_liege
					tgp_house_bloc_interaction_valid_trigger = yes
				}
				add = {
					value = military_power
					multiply = -1
				}
			}
		}
		divide = 2000
	}
	desc = AI_RELATIVE_HOUSE_MILITARY_POWER
}
modifier = {
	scope:prestige = yes
	add = 25
	desc = PRESTIGE_INTERACTION_ACCEPTANCE_SEND_OPTION
}
modifier = {
	scope:influence = yes
	add = 25
	desc = INFLUENCE_INTERACTION_ACCEPTANCE_SEND_OPTION
}
modifier = {
	scope:actor.house.house_confederation ?= {
		any_confederation_member_house = {
			percent >= 0.51
			house_head ?= {
				save_temporary_scope_as = member_head_temp
				OR = {
					this = scope:actor
					is_allied_to = scope:actor
					has_relation_friend = scope:actor
					has_relation_lover = scope:actor
					trigger_if = {
						limit = {
							scope:actor = {
								is_independent_ruler = no
							}
						}
						is_vassal_or_below_of = scope:actor
					}
					scope:actor = {
						has_hook = scope:member_head_temp
					}
					has_dread_level_towards = {
						target = scope:actor
						level >= 2
					}
					dynasty.dynast ?= scope:actor
				}
			}
		}
	}
	add = 50
	desc = AI_ACCEPT_assume_house_bloc_leadership_interaction_requirement_tt
}
modifier = {
	exists = scope:actor.house
	exists = scope:recipient.house
	add = {
		scope:actor.house = {
			every_house_relation = {
				limit = {
					any_relation_house = {
						NOR = {
							this = scope:actor.house
							this = scope:recipient.house
						}
						house_confederation = scope:actor.house.house_confederation
					}
				}
				if = {
					limit = {
						has_house_relation_parameter = increased_marriage_acceptance
					}
					add = 10
				}
				else_if = {
					limit = {
						has_house_relation_parameter = decreased_marriage_acceptance
					}
					add = -10
				}
			}
		}
		scope:recipient.house = {
			every_house_relation = {
				limit = {
					any_relation_house = {
						NOR = {
							this = scope:actor.house
							this = scope:actor.house.house_confederation.leading_house
						}
						house_confederation = scope:actor.house.house_confederation
					}
				}
				if = {
					limit = {
						has_house_relation_parameter = increased_marriage_acceptance
					}
					add = -5
				}
				else_if = {
					limit = {
						has_house_relation_parameter = decreased_marriage_acceptance
					}
					add = 5
				}
			}
		}
	}
	desc = AI_RELATIVE_BLOC_HOUSE_RELATIONS
}
modifier = {
	scope:actor.dynasty != scope:recipient.dynasty
	add = {
		value = 0
		add = scope:actor.dynasty.dynasty_prestige_level
		subtract = scope:recipient.dynasty.dynasty_prestige_level
		multiply = 5
	}
	desc = AI_RELATIVE_DYNASTY_PRESTIGE_REASON
}

As written in game/common/character_interactions/10_tgp_japan_interactions.txt.

What happens

If they accept

  • If

    Then

    • Use a Hook on the target

    Otherwise

    • If

      • The option “prestige” is chosen

      Then

    • If

      • The option “influence” is chosen

      Then

      • Influence changes
  • house.house_confederation = { … }
  • The character you target:
    • If

      • The target char: Highest held Title is more than Barony Rank
      • One of these

        • Highest held Title is at most Barony Rank
        • or

          highest_held_title_tier <= { value = scope:target_char.highest_held_title_tier subtract = 3 }
      • None of these

        • Is family of the target char
        • Is the target char’s consort
        • Any heir title:
          • tier >= { value = scope:target_char.highest_held_title_tier subtract = 2 }

      Then

      • If

        • Does not have the target char as grudge

        Then

        • If a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)

          Otherwise

        Otherwise

        • Opinion: Grudge Exacerbated (-20)

      Else if

      • Has the target char as potential rival
      • Is an Adult
      • The target char: Is an Adult
      • Does not have the target char as friend
      • Does not have the target char as best friend
      • Does not have the target char as rival
      • Does not have the target char as nemesis

      Then

      • If a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)

        Otherwise

      Otherwise

      • If

        • Does not have the target char as friend
        • Does not have the target char as best friend
        • Does not have the target char as rival
        • Does not have the target char as nemesis
        • Does not have the target char as potential rival

        Then

        • set_relation_potential_rival = scope:target_char
      • If

        • NOT = { scope:rival_opinion = 0 }

        Then

        • If

          • The target char: Is played by the AI

          Then

          • The target char gains the opinion “Hatred” of them
        • Opinion: Hatred

Options when sending

  • Impress with Prestige
  • Offer Influence
  • Use a Hook

• 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) (11 lines of game script)
is_available = tgp_house_bloc_interaction_valid_trigger = yes
trigger_if = {
	limit = {
		is_ai = yes
	}
	is_landed = yes
}
house.house_head ?= this
exists = house.house_confederation.leading_house
house.house_confederation.leading_house != house
is_shown = scope:recipient.house.house_confederation ?= scope:actor.house.house_confederation

As written in game/common/character_interactions/10_tgp_japan_interactions.txt.

Can be sent when (is_valid…) (128 lines of game script)
scope:actor = {
	is_at_war = no
	tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
	custom_tooltip = {
		text = assume_house_bloc_leadership_vassal_tt
		NOT = {
			is_vassal_or_below_of = scope:recipient
		}
	}
	custom_tooltip = {
		text = assume_house_bloc_recent_leader_change_tt
		NOT = {
			house.house_confederation ?= {
				has_variable = recent_leader_change
			}
		}
	}
	custom_tooltip = {
		text = sub_vassal_leadership_blocked_tt
		trigger_if = {
			limit = {
				is_independent_ruler = no
			}
			NOT = {
				is_vassal_or_below_of = scope:recipient
			}
		}
	}
	custom_tooltip = {
		text = assume_house_bloc_recent_house_join_tt
		scope:actor.house = {
			NOT = {
				has_variable = recently_joined_bloc
			}
		}
	}
}
scope:recipient = {
	is_at_war = no
	tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
}
scope:actor.house.house_confederation ?= {
	leading_house.house_head = {
		save_temporary_scope_as = leader_temp
	}
	OR = {
		custom_tooltip = {
			text = assume_house_bloc_leadership_interaction_land_tt
			scope:actor = {
				is_landed = yes
			}
			scope:recipient = {
				is_landed = no
			}
		}
		custom_tooltip = {
			text = assume_house_bloc_leadership_interaction_tier_tt
			scope:actor.highest_held_title_tier > scope:leader_temp.highest_held_title_tier
		}
		custom_tooltip = {
			text = assume_house_bloc_leadership_interaction_prestige_tt
			scope:actor.assume_house_bloc_leadership_interaction_prestige_level_value > scope:leader_temp.prestige_level
		}
		custom_tooltip = {
			text = assume_house_bloc_leadership_interaction_aspiration_tt
			scope:actor.house = {
				has_same_house_aspiration_as = scope:leader_temp.house
				OR = {
					AND = {
						has_house_aspiration_parameter = aspiration_level_3
						scope:leader_temp.house = {
							OR = {
								has_house_aspiration_parameter = aspiration_level_2
								has_house_aspiration_parameter = aspiration_level_1
							}
						}
					}
					AND = {
						has_house_aspiration_parameter = aspiration_level_2
						scope:leader_temp.house = {
							has_house_aspiration_parameter = aspiration_level_1
						}
					}
				}
			}
		}
		any_confederation_member_house = {
			percent >= 0.51
			custom_tooltip = {
				NOT = {
					this = scope:actor.house
				}
				text = assume_house_bloc_leadership_interaction_requirement_tt
				house_head ?= {
					save_temporary_scope_as = member_head_temp
					OR = {
						this = scope:actor
						is_allied_to = scope:actor
						has_relation_friend = scope:actor
						has_relation_lover = scope:actor
						house = {
							has_better_house_relation_with_target_house_than_other_trigger = {
								TARGET = scope:actor.house
								OTHER = scope:leader_temp.house
							}
						}
						trigger_if = {
							limit = {
								scope:actor = {
									is_independent_ruler = no
								}
							}
							is_vassal_or_below_of = scope:actor
						}
						scope:actor = {
							has_hook = scope:member_head_temp
						}
						has_dread_level_towards = {
							target = scope:actor
							level >= 2
						}
						dynasty.dynast ?= scope:actor
					}
				}
			}
		}
	}
}

As written in game/common/character_interactions/10_tgp_japan_interactions.txt.

Effects (on_send, on_accept, on_decline) (34 lines of game script)
on_accept = scope:actor = {
	if = {
		limit = {
			scope:hook = yes
		}
		use_hook = scope:recipient
	}
	else = {
		if = {
			limit = {
				scope:prestige = yes
			}
			add_prestige = scope:recipient.medium_prestige_loss
		}
		if = {
			limit = {
				scope:influence = yes
			}
			change_influence = scope:recipient.medium_influence_loss
		}
	}
	house.house_confederation = {
		tgp_set_house_bloc_leading_house_effect = {
			LEADER = scope:actor.house
		}
	}
}
scope:recipient ?= {
	progress_towards_rival_effect = {
		REASON = rival_assumed_bloc_leadership
		CHARACTER = scope:actor.house.house_head
		OPINION = default_rival_opinion
	}
}

As written in game/common/character_interactions/10_tgp_japan_interactions.txt.

Category
Diplomatic actions
Cost: Influence
varies
Cost: Prestige
varies
Cooldown
6 months
In the menu
main list
ID
assume_house_bloc_leadership_interaction

Source: game/common/character_interactions/10_tgp_japan_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).

Spotted a mistake on this page?