Interaction · Religious actions
Adopt Rite
Convert to the recipient's Rite in order to end the Holy War (From … to …)
What you need
You
- If played by the AI:
- Ai zeal less than 100
One of these
- Your faith:
One of these
- Has a Doctrine or Tenet with Prevents Tribal Rulers from changing Government type · Grants the Unreformed Pagan Combat Advantage
or
Fervor at most 25
or
Your rite: The rite has Characters are more willing to be converted away from this Faith
- Your faith:
- Your faith is not the same as that of recipient
- Any character war:
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_hofsis_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.
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.
| Reason | Amount |
|---|---|
| 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:
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
- Learning -3
- Diplomacy -3
- Intrigue -2
- Monthly Piety -80%
- Level of Devotion Impact +50%
- Stress Gain +50%
Else if
knows_rite_level = { target = scope:recipient.rite value < 0.8 }
Then
- Level of Devotion -1
- Gains 60 Stress
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Reckless Convert” for 5 years
- Learning -1
- Diplomacy -1
- Intrigue -1
- Monthly Piety -50%
- Level of Devotion Impact +20%
- Stress Gain +20%
Otherwise
add_piety = { value = piety multiply = -0.5 }- Gains the modifier “Informed Convert” for 5 years
set_character_rite = scope:recipient.riteIf
- 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 domicile:
- Their liege’s domicile:
has_domicile_parameter = estate_baptistery
Then
- Gains the modifier “Recently Baptized” for 5 years
- Their liege’s capital county’s clerical region’s holder:
- 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
- Level of Devotion -1
- Stress and fulfillment impact: by trait: Zealous +80
- Event religious_interaction.2501
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).