Interaction · Diplomatic actions
Claim House Bloc Leadership
Raise your House as leader of the …
What you need
You
To send it
- Is at not War
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
- 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
- House members cannot assume Bloc leadership within 5 years of joining (… remaining)
root.house.house_confederation ?= { … }
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:
- If played by the AI: Is landed
house.house_head ?= thishouse.house_confederation.leading_house != housescope:recipient.house.house_confederation ?= scope:actor.house.house_confederation
The character you target
- Is at not War
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
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.
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:
- Is played by the AI
- Is not landed
- Does not hold Chrysanthemum Throne
Then
- The character you target:
- Is played by the AI
- Is not landed
- Does not hold Chrysanthemum Throne
- 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.
| Reason | Amount |
|---|---|
| Base | -50 |
Relative House Military Powerwhen
| varies |
Spending Prestigewhen
| +25 |
Spending Influencewhen
| +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 Headwhen
| +50 |
| Relative House Relations in Bloc | varies |
Relative Level of Splendorwhen
| 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
house.house_confederation = { … }- The character you target:
If
Then
If
- Does not have the target char as grudge
Then
Otherwise
- Opinion: Grudge Exacerbated (-20)
Else if
Then
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_confederationAs 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).