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

Coax to Faction War Side

300InfluenceRoads to PowerAccepted automatically in some cases; otherwise the AI weighs it

Ask the recipient to swap sides in your ongoing Faction War against the other character

What you need

You

To send it

To see it in the menu

  • you has administrative government mechanic
  • Is at war with the target
  • Any character war:
    • is_participant = scope:recipient
    • primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
    • If

      • is_defender = scope:recipient

      Then

      • is_attacker = scope:actor

      Otherwise

      • is_defender = scope:actor

The character you target

To send it

  • Is at War
  • … is already considering switching sides in a Faction War
  • Also needed: not imprisoned

To see it in the menu

  • they has administrative government mechanic
  • One of these

    • Is a vassal of you
    • or

      root.liege ?= liege

Coax to Faction War Side is a diplomatic character interaction in Crusader Kings III. You need: Is played by a person. The character you target needs: Is not imprisoned and Is at War. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Weak Hook used (+40), Will not fight Heir (-1,000), Will not fight Spouse (-1,000) and 4 more. It costs 300 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 Side in CK3?
You: Is played by a person. The character you target: Is not imprisoned and Is at War. (patch 1.20.1.2)
How do I get the AI to accept Coax to Faction War Side?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Weak Hook used +40, I get Gold, Relative War Army strength, Relative War Score, 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 and Will not fight Soulmate -200.
How much does Coax to Faction War Side cost?
300 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-50
Weak Hook used
when
+40
I get Gold
when
  • The option “gold” is chosen
varies
Relative War Army strengthvaries
Relative War Scorevaries
Their opinion of you × 0.5varies
Their opinion of the other character × -0.5varies
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
Acceptance (ai_accept) (215 lines of game script)
base = -50
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 = {
	add = {
		value = 0
		scope:actor = {
			every_character_war = {
				limit = {
					is_participant = scope:recipient
					save_temporary_scope_as = faction_war_temp
					primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
					trigger_if = {
						limit = {
							is_defender = scope:recipient
						}
						is_attacker = scope:actor
						NOT = {
							primary_defender = {
								is_allied_to = scope:recipient
							}
						}
					}
					trigger_else = {
						is_defender = scope:actor
						NOT = {
							primary_attacker = {
								is_allied_to = scope:recipient
							}
						}
					}
					NOT = {
						is_war_leader = scope:recipient
					}
				}
				if = {
					limit = {
						is_defender = scope:actor
					}
					add = {
						value = ep3_invite_to_faction_war_strength_compare_defender_value
						divide = ep3_invite_to_faction_war_strength_compare_attacker_value
						if = {
							limit = {
								ep3_invite_to_faction_war_strength_compare_defender_value > ep3_invite_to_faction_war_strength_compare_attacker_value
							}
							multiply = 10
						}
						else = {
							multiply = -200
						}
						max = 50
						min = -50
					}
				}
				else = {
					add = {
						value = ep3_invite_to_faction_war_strength_compare_attacker_value
						divide = ep3_invite_to_faction_war_strength_compare_defender_value
						if = {
							limit = {
								ep3_invite_to_faction_war_strength_compare_attacker_value > ep3_invite_to_faction_war_strength_compare_defender_value
							}
							multiply = 10
						}
						else = {
							multiply = -200
						}
						max = 50
						min = -50
					}
				}
			}
		}
	}
	desc = WAR_STRENGTH_BALANCE_REASON
}
modifier = {
	add = {
		value = 0
		scope:actor = {
			every_character_war = {
				limit = {
					is_participant = scope:recipient
					save_temporary_scope_as = faction_war_temp
					primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
					trigger_if = {
						limit = {
							is_defender = scope:recipient
						}
						is_attacker = scope:actor
						NOT = {
							primary_defender = {
								is_allied_to = scope:recipient
							}
						}
					}
					trigger_else = {
						is_defender = scope:actor
						NOT = {
							primary_attacker = {
								is_allied_to = scope:recipient
							}
						}
					}
					NOT = {
						is_war_leader = scope:recipient
					}
				}
				if = {
					limit = {
						is_defender = scope:actor
					}
					add = {
						value = 0
						if = {
							limit = {
								defender_war_score > attacker_war_score
							}
							add = defender_war_score
							divide = 2
						}
						else = {
							add = attacker_war_score
							multiply = -0.5
						}
						max = 50
						min = -50
					}
				}
				else = {
					add = {
						value = 0
						if = {
							limit = {
								attacker_war_score > defender_war_score
							}
							add = attacker_war_score
							divide = 2
						}
						else = {
							add = defender_war_score
							multiply = -0.5
						}
						max = 50
						min = -50
					}
				}
			}
		}
	}
	desc = WAR_SCORE_REASON
}
opinion_modifier = {
	opinion_target = scope:actor
	multiplier = 0.5
}
opinion_modifier = {
	trigger = {
		exists = scope:secondary_recipient
	}
	opinion_target = scope:secondary_recipient
	multiplier = -0.5
}
modifier = {
	add = -1000
	exists = scope:secondary_recipient
	scope:recipient.player_heir ?= scope:secondary_recipient
	desc = WONT_FIGHT_HEIR_REASON
}
modifier = {
	add = -1000
	exists = scope:secondary_recipient
	is_spouse_of = scope:secondary_recipient
	desc = WONT_FIGHT_SPOUSE_REASON
}
modifier = {
	add = -50
	exists = scope:secondary_recipient
	has_relation_friend = scope:secondary_recipient
	desc = WONT_FIGHT_FRIEND_REASON
}
modifier = {
	add = -100
	exists = scope:secondary_recipient
	has_relation_best_friend = scope:secondary_recipient
	desc = WONT_FIGHT_BEST_FRIEND_REASON
}
modifier = {
	add = -100
	exists = scope:secondary_recipient
	has_relation_lover = scope:secondary_recipient
	desc = WONT_FIGHT_LOVER_REASON
}
modifier = {
	add = -200
	exists = scope:secondary_recipient
	has_relation_soulmate = scope:secondary_recipient
	desc = WONT_FIGHT_SOULMATE_REASON
}

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

What happens

If they accept

  • Event ep3_interactions_events.0810
  • 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 +150
    • If

      a check the game hides

      Then

      • leave_faction = joined_faction
  • You › Every character war:
    • Only some of them (the filter is in the script below)
    • If

      • is_defender = scope:actor

      Then

      • add_defender = scope:recipient

      Otherwise

      • add_attacker = scope:recipient
      • primary_defender = { … }
  • The character you target: May not swap sides in a Faction War for 10 years

If they refuse

Options when sending

  • Use Gold
  • Use a Hook

Events it fires: ep3_interactions_events.0810, ep3_interactions_events.0811

• 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 = government_has_mechanic = administrative
has_ep3_dlc_trigger = yes
is_shown = scope:actor = {
	is_at_war_with = scope:recipient
	this != scope:recipient
}
scope:recipient = {
	government_has_mechanic = administrative
	OR = {
		is_vassal_of = scope:actor
		scope:actor.liege ?= liege
	}
}
scope:actor = {
	any_character_war = {
		is_participant = scope:recipient
		save_temporary_scope_as = faction_war_temp
		primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
		trigger_if = {
			limit = {
				is_defender = scope:recipient
			}
			is_attacker = scope:actor
		}
		trigger_else = {
			is_defender = scope:actor
		}
	}
}

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

Can be sent when (is_valid…) (37 lines of game script)
scope:recipient = {
	is_imprisoned = no
	is_at_war = yes
}
custom_tooltip = {
	text = ep3_switch_faction_war_sides_interaction_primary_or_ally_or_claimant_tt
	scope:actor = {
		any_character_war = {
			ep3_switch_faction_war_sides_war_trigger = yes
		}
	}
}
scope:actor = {
	is_ai = no
}
custom_tooltip = {
	text = ep3_switch_faction_war_sides_interaction_tt
	scope:actor = {
		any_character_war = {
			ep3_switch_faction_war_sides_war_trigger = yes
		}
	}
}
scope:recipient = {
	custom_tooltip = {
		text = ep3_switch_faction_war_sides_interaction_offer_tt
		NOT = {
			has_character_flag = under_offer_switch_faction_war_sides_flag
		}
	}
}
custom_tooltip = {
	text = ep3_switch_faction_war_sides_cooldown_tt
	NOT = {
		exists = scope:recipient.var:switched_faction_war_sides
	}
}

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

Effects (on_send, on_accept, on_decline) (26 lines of game script)
on_send = scope:recipient = {
	add_character_flag = {
		flag = under_offer_switch_faction_war_sides_flag
		months = 1
	}
}
on_accept = scope:actor = {
	trigger_event = ep3_interactions_events.0810
}
show_as_tooltip = {
	ep3_switch_faction_war_sides_effect = yes
}
scope:recipient = {
	set_variable = {
		name = switched_faction_war_sides
		value = scope:secondary_recipient
		years = 10
	}
	remove_character_flag = under_offer_join_faction_war_flag
}
on_decline = scope:actor = {
	trigger_event = ep3_interactions_events.0811
}
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
300
Again on the same character
after 10 years
DLC
Roads to Power
In the menu
main list
ID
ep3_switch_faction_war_sides_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.

Spotted a mistake on this page?