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

Adopt Rite

No costThe AI weighs it

Convert to the recipient's Rite in order to end the Holy War (From … to …)

What you need

You

  • If played by the AI:
  • Your faith is not the same as that of recipient
  • Any character war:
    • Has you as the war's defender
    • One of these

      • The war’s casus belli is Minor Holy
      • or

        The war’s casus belli is Holy
      • or

        The war’s casus belli is Major Holy
    • Has the target as the war's attacker
  • None of these

    • Your Government is unplayable
    • root.faith.religious_head ?= scope:puppet_or_actor
    • Is a vassal (or below) of the target
    • Any spouse: Is the target
    • All of these

      • has_variable_list = humsacd_hofs
      • is_target_in_variable_list = { name = humsacd_hofs target = scope:recipient.faith }

Adopt Rite is a religious character interaction in Crusader Kings III. The AI weighs it. Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.

for a guide, post or blog

Will they accept?

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

ReasonAmount
Base+100
Acceptance (ai_accept) (1 line of game script)
base = 100

As written in game/common/character_interactions/00_religious_interactions.txt.

What happens

If they accept

  • You:
    • Every character war:
      • Where:
        • Has you as the war's defender
        • Has the target as the war's attacker
        • One of these

          • The war’s casus belli is Minor Holy
          • or

            The war’s casus belli is Holy
          • or

            The war’s casus belli is Major Holy
      • end_war = invalidated
    • If

      • Is not of the same rite as the target

      Then

      • If has the Modifier: Reckless Convert: Loses “Reckless Convert”
      • Else, if has the Modifier: Informed Convert: Loses “Informed Convert”
      • Else, if has the Modifier: Foolish Convert: Loses “Foolish Convert”
      • If

        • knows_rite_level = { target = scope:recipient.rite value < 0.6 }

        Then

        • set_piety_level = { value = 0 }
        • Gains 100 Stress
        • add_piety = { value = piety multiply = -1 }
        • Gains the modifier “Foolish Convert” for 5 years

        Else if

        • knows_rite_level = { target = scope:recipient.rite value < 0.8 }

        Then

        Otherwise

        • add_piety = { value = piety multiply = -0.5 }
        • Gains the modifier “Informed Convert” for 5 years
      • set_character_rite = scope:recipient.rite
      • If

        • Their liege’s capital county’s clerical region’s holder:
          • Their domicile:
            • has_domicile_parameter = estate_baptistery
          • Is of the same rite as you
        • Their liege’s domicile:
          • has_domicile_parameter = estate_baptistery

        Then

      • Event faith_conversion.0003
    • Stress and fulfillment impact: by trait: Zealous +40
  • The character you target: Gain 250 Devotion Piety
  • Event religious_interaction.2500

If they refuse

Events it fires: faith_conversion.0003, religious_interaction.2500, religious_interaction.2501

• 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) (42 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	ai_zeal < 100
	OR = {
		faith ?= {
			OR = {
				has_doctrine_parameter = unreformed
				fervor <= 25
			}
		}
		rite ?= {
			rite_has_parameter = unattractive_for_character_conversions
		}
	}
}
is_shown = scope:puppet_or_actor ?= {
	NOT = {
		faith = scope:recipient.faith
	}
	any_character_war = {
		primary_defender ?= scope:puppet_or_actor
		using_non_ghw_holy_war_cb_trigger = yes
		primary_attacker ?= scope:recipient
	}
	NOR = {
		government_has_flag = government_is_holy_order
		scope:puppet_or_actor.faith.religious_head ?= scope:puppet_or_actor
		target_is_liege_or_above = scope:recipient
		any_spouse = {
			this = scope:recipient
		}
		AND = {
			has_variable_list = humsacd_hofs
			is_target_in_variable_list = {
				name = humsacd_hofs
				target = scope:recipient.faith
			}
		}
	}
}

As written in game/common/character_interactions/00_religious_interactions.txt.

Effects (on_send, on_accept, on_decline) (15 lines of game script)
on_accept = scope:puppet_or_actor = {
	show_as_tooltip = {
		convert_at_war_interaction_effect = yes
	}
	trigger_event = religious_interaction.2500
}
on_decline = scope:puppet_or_actor = {
	show_as_tooltip = {
		add_piety_level = -1
		stress_and_fulfillment_impact = {
			zealous = major_stress_impact_gain
		}
	}
	trigger_event = religious_interaction.2501
}

As written in game/common/character_interactions/00_religious_interactions.txt.

Category
Religious actions
Again on the same character
after 10 years
In the menu
under More…
ID
convert_at_war_interaction

Source: game/common/character_interactions/00_religious_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).

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