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

Coax to Faction War

150InfluenceRoads to PowerAccepted automatically in some cases; otherwise the AI weighs it

Ask the recipient to join your ongoing Faction War against the other character

What you need

You

To send it

  • root.joined_faction ?= { … }
  • Is played by a person
  • … is already fighting in a Faction War against …
  • … must not be the leader or Claimant of … Faction

To see it in the menu

  • Is at War
  • you has administrative government mechanic
  • Is not at war with the target
  • root.joined_faction ?= { … }

The character you target

To send it

  • NOT = { is_at_war_with = liege }
  • … is already considering joining a Faction War
  • Also needed: not imprisoned

To see it in the menu

  • they has administrative government mechanic
  • root.liege ?= liege

Coax to Faction War is a diplomatic character interaction in Crusader Kings III. You need: Is played by a person. The character you target needs: Is not imprisoned. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Weak Hook used (+40), At War and needs troops (-200), Divine Marriage: Liege is married to Close Family or Extended Family (-75) and 53 more. It costs 150 Influence. It needs Roads to Power. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Coax to Faction War in CK3?
You: Is played by a person. The character you target: Is not imprisoned. (patch 1.20.1.2)
How do I get the AI to accept Coax to Faction War?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Weak Hook used +40, I get Gold, At War and needs troops -200, Pluralist Faith, Pluralist Faith, Pluralist Faith, Legalism: Liege is Virtuous, Legalism: Liege is Sinful, Purgatory: Is Sinful, Divine Marriage: Liege is married to Close Family or Extended Family -75, Intimidated, Terrified, Friendly House Unity Level -20, Harmonious House Unity Level -40, Liege is in Debt, Liege's Duty Focus -20, Liege's Court Position Task -20, Easy Difficulty -50, Very Easy Difficulty -150, Hard Difficulty -100, Very Hard Difficulty -200, Base +50, Base +75, Base +100, Base +150, Conqueror -100, Conqueror -250, Obedient -75, Not Obedient +75, Overlord showed weakness in War, Overlord had a Chaotic Kurultai Succession, Lesser Realm Stability Game Rule +50, Higher Realm Stability Game Rule -50, Extreme Realm Stability Game Rule -100, Lesser Realm Stability Game Rule +50, Higher Realm Stability Game Rule -50, Extreme Realm Stability Game Rule -100, Lesser Realm Stability Game Rule +50, Higher Realm Stability Game Rule -50, Extreme Realm Stability Game Rule -100, Lesser Realm Stability Game Rule +50, Higher Realm Stability Game Rule -50, Extreme Realm Stability Game Rule -100, 1 years from Game start -10,000, 5 years from Game start -10,000, 10 years from Game start -10,000, Liege has my Hostage -50, I am also a Detractor of the Caliphate -50, Supporter of Caliphal Authority of the Caliph -50, House Bloc Leader's Faction +500, Detractor +300, Doomed +25, Liege's Reign Length, Existing stronger Faction of same type, Liege's Poor Skill, Liege is Deviant (considered Criminal) +20, Liege is Incestuous (considered Criminal) +20, Liege is Sodomite (considered Criminal) +20, Liege is Cannibal (considered Criminal) +20, Liege is Dynastic Kinslayer (considered Criminal) +20, Liege is Familial Kinslayer (considered Criminal) +30, Liege is Kinslayer (considered Criminal) +40, Liege is Witch (considered Criminal) +20, Liege is Adulterer (considered Criminal) +20, Liege is Fornicator (considered Criminal) +20, Opinion of Faction Claimant, Will not fight Heir -1,000, Will not fight Spouse -1,000, Will not fight Friend -50, Will not fight Best Friend -100, Will not fight Lover -100, Will not fight Soulmate -200, Wardens with my Hostages on opposing side and … Opinion of ….
How much does Coax to Faction War cost?
150 Influence (patch 1.20.1.2).

Will they accept?

Accepted automatically when:

  • 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-25
Weak Hook used
when
+40
I get Gold
when
  • The option “gold” is chosen
varies
At War and needs troops
when
  • The character you target: Is at War
-200
Your opinion of the other character × -1.5
when
  • max = 150
varies
Pluralist Faith
when
  • None of these

    • All of these

      • exists = scope:secondary_recipient.diarch
      • NOT = { scope:secondary_recipient.faith = scope:secondary_recipient.diarch.faith }
  • Your faith:
    • faith_hostility_level = { target = scope:secondary_recipient.faith value = faith_astray_level }
  • None of these

varies
Pluralist Faith
when
  • None of these

    • All of these

      • exists = scope:secondary_recipient.diarch
      • NOT = { scope:secondary_recipient.faith = scope:secondary_recipient.diarch.faith }
  • Your faith:
    • faith_hostility_level = { target = scope:secondary_recipient.faith value = faith_hostile_level }
  • None of these

varies
Pluralist Faith
when
  • None of these

    • All of these

      • exists = scope:secondary_recipient.diarch
      • NOT = { scope:secondary_recipient.faith = scope:secondary_recipient.diarch.faith }
  • Your faith:
    • faith_hostility_level = { target = scope:secondary_recipient.faith value = faith_evil_level }
  • None of these

varies
Legalism: Liege is Virtuous
when
varies
Legalism: Liege is Sinful
when
varies
Purgatory: Is Sinful
when
varies
Divine Marriage: Liege is married to Close Family or Extended Family
when
  • Your rite: The rite has Adherents are significantly less likely to create or join Factions against a Liege married to Close Family or Extended Family
  • The other character › Any spouse: Is family of the other character
-75
Intimidated
when
  • has_dread_level_towards = { target = scope:secondary_recipient level = 1 }
varies
Terrified
when
  • has_dread_level_towards = { target = scope:secondary_recipient level = 2 }
varies
Friendly House Unity Level
when
  • Is of the same house as the other character
  • Your house:
    • has_house_unity_parameter = unity_less_likely_factions
-20
Harmonious House Unity Level
when
  • Is of the same house as the other character
  • Your house:
    • has_house_unity_parameter = unity_significantly_less_likely_factions
-40
Liege is in Debt
when
  • The other character: Gold at most 0
varies
Liege's Duty Focus
when
  • The other character:
    • has_focus = stewardship_duty_focus
-20
Liege's Court Position Task
when
  • The other character: Has “court position faction commitment task” (a variable the game's script sets)
-20
Easy Difficulty
when
  • Game rule set to “Easy”
  • The other character: Is played by a person
-50
Very Easy Difficulty
when
  • Game rule set to “Very Easy”
  • The other character: Is played by a person
-150
Hard Difficulty
when
  • Game rule set to “Hard”
  • The other character: Is played by the AI
-100
Very Hard Difficulty
when
  • Game rule set to “Very Hard”
  • The other character: Is played by the AI
-200
Base
when
  • Game rule set to “Hard”
  • Opinion of secondary_recipient more than 25
  • The other character: Is played by a person
+50
Base
when
  • Game rule set to “Very Hard”
  • Opinion of secondary_recipient more than 25
  • The other character: Is played by a person
+75
Base
when
  • Game rule set to “Hard”
  • Opinion of secondary_recipient at most 25
  • The other character: Is played by a person
+100
Base
when
  • Game rule set to “Very Hard”
  • Opinion of secondary_recipient at most 25
  • The other character: Is played by a person
+150
Conqueror
when
  • The other character:
    • Has “conqueror” (a variable the game's script sets)
    • Game rule not set to “None”
-100
Conqueror
when
  • The other character:
    • Has “conqueror” (a variable the game's script sets)
    • Has the Modifier: Scourge of the Gods
-250
Obedient
when
  • Is obedient to the other character
  • The other character: Government is Nomadic
-75
Not Obedient
when
  • obedience_target = scope:secondary_recipient
  • Is not obedient to the other character
  • The other character: Government is Nomadic
+75
Overlord showed weakness in War
when
  • The other character › Any memory:
    • has_memory_type = nomad_showed_weakness_in_war
varies
Overlord had a Chaotic Kurultai Succession
when
  • The other character › Any memory:
    • has_memory_type = had_chaotic_kurultai_succession
varies
Lesser Realm Stability Game Rule
when
  • Game rule set to “Lesser”
+50
Higher Realm Stability Game Rule
when
  • Game rule set to “Higher”
-50
Extreme Realm Stability Game Rule
when
  • Game rule set to “Extreme”
-100
Lesser Realm Stability Game Rule
when
  • Game rule set to “AI Only: Lesser”
  • The other character: Is played by the AI
+50
Higher Realm Stability Game Rule
when
  • Game rule set to “AI Only: Higher”
  • The other character: Is played by the AI
-50
Extreme Realm Stability Game Rule
when
  • Game rule set to “AI Only: Extreme”
  • The other character: Is played by the AI
-100
Lesser Realm Stability Game Rule
when
  • Game rule set to “Lesser Limited”
+50
Higher Realm Stability Game Rule
when
  • Game rule set to “Higher Limited”
-50
Extreme Realm Stability Game Rule
when
  • Game rule set to “Extreme Limited”
-100
Lesser Realm Stability Game Rule
when
  • Game rule set to “AI Only: Lesser Limited”
  • The other character: Is played by the AI
+50
Higher Realm Stability Game Rule
when
  • Game rule set to “AI Only: Higher Limited”
  • The other character: Is played by the AI
-50
Extreme Realm Stability Game Rule
when
  • Game rule set to “AI Only: Extreme Limited”
  • The other character: Is played by the AI
-100
1 years from Game start
when
  • Years from game start less than 1
  • scope:secondary_recipient.primary_title.tier = tier_duchy
  • If

    a check the game hides

    Then

    • NOT = { root.joined_faction ?= { exists = faction_war faction_target = scope:secondary_recipient } }
-10,000
5 years from Game start
when
  • Years from game start less than 5
  • scope:secondary_recipient.primary_title.tier = tier_kingdom
  • If

    a check the game hides

    Then

    • NOT = { root.joined_faction ?= { exists = faction_war faction_target = scope:secondary_recipient } }
-10,000
10 years from Game start
when
  • Years from game start less than 10
  • scope:secondary_recipient.primary_title.tier >= tier_empire
  • If

    a check the game hides

    Then

    • NOT = { root.joined_faction ?= { exists = faction_war faction_target = scope:secondary_recipient } }
-10,000
Liege has my Hostage
when
  • Any home court hostage:
    • warden = scope:secondary_recipient
-50
I am also a Detractor of the Caliphate
when
-50
Supporter of Caliphal Authority of the Caliph
when
-50
House Bloc Leader's Faction
when
  • If

    a check the game hides

    Then

    • confederation.leading_house.house_head.joined_faction ?= scope:actor.joined_faction
    • root.joined_faction.faction_leader ?= confederation.leading_house.house_head

    Otherwise

    • confederation.leading_house.house_head.joined_faction ?= scope:faction
    • scope:faction.faction_leader ?= confederation.leading_house.house_head
+500
Detractor
when
  • Has “detractor faction” (a variable the game's script sets)
  • Detractor faction is scope:secondary recipient
+300
Doomed
when
  • Highest held Title is more than Barony Rank
  • Your Government is a Theocratic-type Government
  • Your faith is the same as that of secondary recipient
  • The other character:
    • has_fulfillment_parameter = sp_clerical_vassals_faction_more
+25
Liege's Reign Length
when
  • If

    a check the game hides

    Then

    • The other character: they has administrative government mechanic

    Otherwise

    • The other character: Holds Byzantine Empire
  • scope:secondary_recipient.primary_title.title_held_years > 5
varies
Existing stronger Faction of same type
when
  • If

    a check the game hides

    Then

    • The other character: they has administrative government mechanic

    Otherwise

    • The other character: Holds Byzantine Empire
  • joined_faction ?= { save_temporary_scope_as = joined_faction_temp }
  • The other character › Any targeting faction:
    • faction_is_type = claimant_faction
    • faction_power > scope:joined_faction_temp.faction_power_existing_threshold_value
× -0.5
Liege's Poor Skill
when
  • If

    a check the game hides

    Then

    • The other character: they has administrative government mechanic

    Otherwise

    • The other character: Holds Byzantine Empire
  • scope:secondary_recipient.sum_of_all_skills_and_prowess_value < 30
varies
Liege is Deviant (considered Criminal)+20
Liege is Incestuous (considered Criminal)+20
Liege is Sodomite (considered Criminal)+20
Liege is Cannibal (considered Criminal)+20
Liege is Dynastic Kinslayer (considered Criminal)+20
Liege is Familial Kinslayer (considered Criminal)+30
Liege is Kinslayer (considered Criminal)+40
Liege is Witch (considered Criminal)+20
Liege is Adulterer (considered Criminal)+20
Liege is Fornicator (considered Criminal)+20
Opinion of Faction Claimantscope:recipient.opinion(scope:actor.joined_faction.special_character)
Will not fight Heir
when
  • scope:recipient.player_heir ?= scope:secondary_recipient
-1,000
Will not fight Spouse
when
  • Is the other character’s spouse
-1,000
Will not fight Friend
when
  • Has the other character as friend
-50
Will not fight Best Friend
when
  • Has the other character as best friend
-100
Will not fight Lover
when
  • Has the other character as lover
-100
Will not fight Soulmate
when
  • Has the other character as soulmate
-200
Wardens with my Hostages on opposing side
when
  • Any home court hostage:
    • warden = { … }
varies
… Opinion of …varies
Acceptance (ai_accept) (107 lines of game script)
base = -25
modifier = {
	scope:hook = yes
	add = 40
	desc = SCHEME_WEAK_HOOK_USED
}
modifier = {
	scope:gold = yes
	add = {
		value = 10
		add = {
			value = scope:recipient.ai_greed
			multiply = 0.25
			min = 0
		}
	}
	desc = SCHEME_WITH_GIFT_SIGNIFICANT
}
modifier = {
	scope:recipient = {
		is_at_war = yes
	}
	add = -200
	desc = RECIPIENT_IS_AT_WAR_REASON
}
common_faction_modifiers = {
	FACTION_TARGET = scope:secondary_recipient
	OPINION_MULTIPLIER = -1.5
	MAX_OPINION = 150
	POWER = 0
	THRESHOLD = 80
}
admin_faction_modifiers = {
	FACTION_TARGET = scope:secondary_recipient
	FACTION_TYPE = claimant_faction
}
modifier = {
	exists = scope:actor.joined_faction.special_character
	add = scope:recipient.opinion(scope:actor.joined_faction.special_character)
	desc = CLAIMANT_OPINION_REASON
}
modifier = {
	add = -1000
	scope:recipient.player_heir ?= scope:secondary_recipient
	desc = WONT_FIGHT_HEIR_REASON
}
modifier = {
	add = -1000
	is_spouse_of = scope:secondary_recipient
	desc = WONT_FIGHT_SPOUSE_REASON
}
modifier = {
	add = -50
	has_relation_friend = scope:secondary_recipient
	desc = WONT_FIGHT_FRIEND_REASON
}
modifier = {
	add = -100
	has_relation_best_friend = scope:secondary_recipient
	desc = WONT_FIGHT_BEST_FRIEND_REASON
}
modifier = {
	add = -100
	has_relation_lover = scope:secondary_recipient
	desc = WONT_FIGHT_LOVER_REASON
}
modifier = {
	add = -200
	has_relation_soulmate = scope:secondary_recipient
	desc = WONT_FIGHT_SOULMATE_REASON
}
modifier = {
	any_home_court_hostage = {
		warden = {
			OR = {
				is_at_war_with = scope:actor
				any_ally = {
					is_at_war_with = scope:actor
				}
			}
		}
	}
	add = {
		value = 0
		every_home_court_hostage = {
			limit = {
				warden = {
					OR = {
						is_at_war_with = scope:actor
						any_ally = {
							is_at_war_with = scope:actor
						}
					}
				}
			}
			subtract = call_to_arms_hostage_value
		}
		multiply = 0.25
	}
	desc = HOSTAGE_ENEMY_CALL_TO_ARMS_REASON
}
opinion_modifier = {
	who = scope:recipient
	opinion_target = scope:actor
	multiplier = 1.0
	desc = AI_OPINION_REASON
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

What happens

If they accept

  • Event ep3_interactions_events.0800
  • You:
    • If

      • You use a Hook
      • Has a Hook on the target

      Then

      • Use a Hook on the target
    • If

      • The option “gold” is chosen

      Then

      • Pay gold to the target
  • The character you target:
    • Influence +75
    • If

      a check the game hides

      Then

      • leave_faction = joined_faction
  • Your joined faction’s faction war:
    • If

      • is_defender = scope:actor

      Then

      • add_defender = scope:recipient

      Otherwise

      • add_attacker = scope:recipient

If they refuse

Options when sending

  • Use Gold
  • Use a Hook

Events it fires: ep3_interactions_events.0800, ep3_interactions_events.0801

• 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) (20 lines of game script)
is_available = is_at_war = yes
government_has_mechanic = administrative
has_ep3_dlc_trigger = yes
is_shown = scope:actor = {
	NOR = {
		this = scope:recipient
		is_at_war_with = scope:recipient
	}
}
scope:recipient = {
	government_has_mechanic = administrative
	scope:actor.liege ?= liege
}
scope:actor.joined_faction ?= {
	faction_is_at_war = yes
	faction_war ?= {
		is_attacker = scope:actor
	}
	faction_target != scope:recipient
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Can be sent when (is_valid…) (52 lines of game script)
scope:recipient = {
	is_imprisoned = no
	NOT = {
		is_at_war_with = liege
	}
}
scope:actor.joined_faction ?= {
	faction_war = {
		custom_tooltip = {
			text = ep3_join_faction_war_interaction_ally_tt
			NOT = {
				primary_defender = {
					is_allied_to = scope:recipient
				}
			}
		}
	}
}
scope:actor = {
	is_ai = no
}
custom_tooltip = {
	text = ep3_join_faction_war_interaction_ongoing_tt
	scope:actor.joined_faction ?= {
		faction_is_at_war = yes
		faction_war ?= {
			is_attacker = scope:actor
		}
	}
}
custom_tooltip = {
	text = ep3_join_faction_war_interaction_faction_tt
	scope:recipient = {
		trigger_if = {
			limit = {
				exists = joined_faction
			}
			NOR = {
				joined_faction.faction_leader = this
				joined_faction.special_character ?= this
			}
		}
	}
}
scope:recipient = {
	custom_tooltip = {
		text = ep3_join_faction_war_interaction_offer_tt
		NOT = {
			has_character_flag = under_offer_join_faction_war_flag
		}
	}
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Effects (on_send, on_accept, on_decline) (21 lines of game script)
on_send = scope:recipient = {
	add_character_flag = {
		flag = under_offer_join_faction_war_flag
		months = 1
	}
}
on_accept = scope:actor = {
	trigger_event = ep3_interactions_events.0800
}
show_as_tooltip = {
	ep3_join_faction_war_effect = yes
}
scope:recipient = {
	remove_character_flag = under_offer_join_faction_war_flag
}
on_decline = scope:actor = {
	trigger_event = ep3_interactions_events.0801
}
scope:recipient = {
	remove_character_flag = under_offer_join_faction_war_flag
}

As written in game/common/character_interactions/06_ep3_interactions.txt.

Category
Diplomatic actions
Cost: Influence
150
Again on the same character
after 10 years
DLC
Roads to Power
In the menu
main list
ID
ep3_join_faction_war_interaction

Source: game/common/character_interactions/06_ep3_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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