Interaction · Diplomatic actions
Coax to Faction War Side
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:recipientprimary_attacker.joined_faction.faction_war ?= scope:faction_war_tempIf
is_defender = scope:recipient
Then
is_attacker = scope:actor
Otherwise
is_defender = scope:actor
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.
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.
| Reason | Amount |
|---|---|
| Base | -50 |
Weak Hook usedwhen
| +40 |
I get Goldwhen
| varies |
| Relative War Army strength | varies |
| Relative War Score | varies |
| Their opinion of you × 0.5 | varies |
| Their opinion of the other character × -0.5 | varies |
Will not fight Heirwhen
| -1,000 |
Will not fight Spousewhen
| -1,000 |
Will not fight Friendwhen
| -50 |
Will not fight Best Friendwhen
| -100 |
Will not fight Loverwhen
| -100 |
Will not fight Soulmatewhen
| -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:
- 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:recipientprimary_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.