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

Demand Administrative Governance

No costAccepted automatically in some cases; otherwise the AI weighs it

Ask the recipient to abandon … Government — to embrace the … ways and serve as a Governor

What you need

You

To send it

To see it in the menu

  • you has administrative government mechanic
  • If played by the AI: Is an Adult
  • If played by the AI › The character you target: Highest held Title is at least County Rank

The character you target

To send it

  • Does not have a Strong Hook on you
  • Is at not War
  • If is not landed:
    • domicile.domicile_location.county.holder = { government_has_mechanic = administrative }
  • If

    a check the game hides

    Then

    • NOT = { root.confederation ?= confederation }
  • Is a direct vassal of you

To see it in the menu

  • Is a vassal (or below) of you
  • Is played by the AI
  • Is landed
  • Is a ruler
  • NOT = { has_same_government = scope:actor }

Demand Administrative Governance is a vassal character interaction in Crusader Kings III. You need: Is at not War and Cannot make a member of the Clergy change Government. The character you target needs: Does not have a Strong Hook on you, Is at not War and Is a direct vassal of you. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Your Imperial Bureaucracy is Decentralized Realm (+10), Your Imperial Bureaucracy is at high levels (-10), Your Imperial Bureaucracy is at high levels (-20) and 6 more. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.

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Quick answers (2)
What are the requirements for Demand Administrative Governance in CK3?
You: Is at not War and Cannot make a member of the Clergy change Government. The character you target: Does not have a Strong Hook on you, Is at not War and Is a direct vassal of you. (patch 1.20.1.2)
How do I get the AI to accept Demand Administrative Governance?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Threat from held Claims, Similar Military Power (current), Relative Military Power, Relative Military Power, Military Power including Allies, Military Power including Allies, … Opinion of …, Your Imperial Bureaucracy is Decentralized Realm +10, Your Imperial Bureaucracy is at high levels -10, Your Imperial Bureaucracy is at high levels -20, Already Administrative Government +25, De Jure China +50, … is not a De Jure … Vassal -75, Your Faith is …, Faith Hostility to Realm State Rite, …-… Cultural Acceptance, … is a Bureaucratic Culture +20, Offered House Appointment Preference, Exerting Influence (based on your Level of Influence), Historical … ties to Bureaucratic Government +30 and The recipient might ask for something in return 0.

Will they accept?

Accepted automatically when:

  • They use their Hook on …

Otherwise the AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base0
Threat from held Claims
when
  • Any held title: Title tier at least County
  • The character you target:
    • has_claim_on = scope:title_temp
varies
Similar Military Power (current)
when
  • root.current_power_ninety_percent_value < scope:recipient.military_power
  • root.military_power > scope:recipient.current_power_ninety_percent_value
varies
Relative Military Power
when
  • root.current_power_ninety_percent_value > scope:recipient.military_power
varies
Relative Military Power
when
  • root.current_power_ninety_percent_value < scope:recipient.military_power
varies
Military Power including Allies
when
  • Any ally:
  • root.current_power_ninety_percent_value < scope:recipient.military_power
  • root.current_power_with_allies_value > scope:recipient.current_power_with_allies_value
varies
Military Power including Allies
when
  • root.current_power_ninety_percent_value > scope:recipient.military_power
  • root.current_power_with_allies_value < scope:recipient.current_power_with_allies_value
  • The character you target: Any ally:
varies
… Opinion of …varies
Their personality (AI values: rationality 0.5, energy 1, boldness -0.25, sociability 0.25)varies
A scripted reason
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 1 }
+30
A scripted reason
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 2 }
+60
Your Imperial Bureaucracy is Decentralized Realm
when
+10
Your Imperial Bureaucracy is at high levels
when
-10
Your Imperial Bureaucracy is at high levels
when
-20
Already Administrative Government
when
  • The character you target: they has administrative government mechanic
+25
De Jure China
when
  • Holds China
  • scope:recipient.primary_title.hegemony = title:h_china
+50
… is not a De Jure … Vassal
when
  • If

    • root.highest_held_title_tier = tier_empire

    Then

    • scope:recipient.primary_title.empire != scope:actor.primary_title

    Otherwise

    • scope:recipient.primary_title.kingdom != scope:actor.primary_title
-75
Your Faith is …
when
  • Your rite:
    • rite_hostility_level = { target = scope:actor.rite value >= faith_astray_level }
varies
Faith Hostility to Realm State Rite
when
  • Your rite:
    • rite_hostility_level = { target = scope:actor.top_liege.primary_title.state_rite value >= faith_astray_level }
varies
…-… Cultural Acceptance
when
  • Your culture is the same as that of actor
  • scope:recipient.culture.cultural_acceptance(scope:actor.culture) < 50
varies
… is a Bureaucratic Culture
when
+20
Offered House Appointment Preference
when
  • The option “hereditary” is chosen
varies
Exerting Influence (based on your Level of Influence)
when
  • The option “influence” is chosen
varies
Historical … ties to Bureaucratic Government
when
  • you has administrative government mechanic
  • The character you target › Their culture:
    • One of these

      • One of these

        • this = culture:greek
        • or

          Any parent culture or above:
          • this = culture:greek
      • or

        One of these

        • this = culture:han
        • or

          Any parent culture or above:
          • this = culture:han
      • or

        One of these

        • this = culture:baekje
        • or

          Any parent culture or above:
          • this = culture:baekje
      • or

        One of these

        • this = culture:goguryeo
        • or

          Any parent culture or above:
          • this = culture:goguryeo
      • or

        One of these

        • this = culture:silla
        • or

          Any parent culture or above:
          • this = culture:silla
      • or

        One of these

        • this = culture:viet
        • or

          Any parent culture or above:
          • this = culture:viet
+30
The recipient might ask for something in return0
Acceptance (ai_accept) (3 lines of game script)
base = 0
japan_demand_admin_acceptance_modifier = yes
demand_admin_acceptance_modifier = yes

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

What happens

When you send it

If they accept

  • You:
    • If has Treasury:
      • pay_short_term_treasury = { … }
    • Otherwise:
      • pay_short_term_gold = { … }
  • The character you target:
    • If

      • One of these

        • Their government does not have the administrative mechanic
        • or

          All of these

          • The governor liege: they has administrative government mechanic
          • government_type != scope:governor_liege.government_type

      Then

      • If

        • If

          a check the game hides

          Then

          • scope:has_selected_a_government = flag:japan_administrative
        • Else, if an Independent Ruler:
          • tgp_can_become_japan_administrative_trigger = { }
        • Otherwise › The governor liege: Government is Ritsuryō

        Then

        • Their capital province:
          • If

            • holding_is_tribal = { }

            Then

          • Their county:
            • If the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
            • Else, if the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
        • Adopts Ritsuryō Government

        Else if

        • If

          a check the game hides

          Then

          • scope:has_selected_a_government = flag:celestial

          Else if

          • scope:governor_liege ?= this

          Then

          • One of these

            • tgp_can_become_celestial_trigger = { }
            • or

              All of these

              • exists = scope:great_yuan_ruler
              • Is the great yuan ruler
              • Their primary title is China

          Otherwise

          • The governor liege: Government is Celestial

        Then

        • Their capital province:
          • If

            • holding_is_tribal = { }

            Then

          • Their county:
            • If the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
            • Else, if the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
        • Adopts Celestial Government

        Else if

        • If

          a check the game hides

          Then

          • Never

          Otherwise

        Then

        • Their capital province:
          • If

            • holding_is_tribal = { }

            Then

          • Their county:
            • If the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
            • Else, if the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
        • Adopts Meritocratic Khanate Government

        Else if

        • If

          a check the game hides

          Then

          • scope:has_selected_a_government = flag:meritocratic

          Else if

          • scope:governor_liege ?= this

          Then

          • tgp_should_become_meritocratic_trigger = { }

          Otherwise

        Then

        • Their capital province:
          • If

            • holding_is_tribal = { }

            Then

          • Their county:
            • If the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
            • Else, if the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
        • Adopts Meritocratic Government

        Otherwise

        • Their capital province:
          • If

            • holding_is_tribal = { }

            Then

          • Their county:
            • If the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
            • Else, if the county has the modifier “Siberian Permafrost” › Their holder: … County loses the Siberian Permafrost Modifier
        • Adopts Administrative Government
    • … (more in the script below)

If they refuse

  • If

    Then

    • If

      • You: Government is Ritsuryō
      • The character you target: Government is Sōryō

      Then

      • You:
        • start_war = { casus_belli = japan_demand_administrative_cb target = scope:recipient }
      • If you lose the War, … and … Allies will become Independent Sōryō Realms

    Otherwise

    • The character you target: … will not become …

Options when sending

  • Offer House Appointment Preference
  • Use Influence
  • Use a Hook

Events it fires: ep3_interactions_events.0005, ep3_emperor_yearly.2410

• 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) (26 lines of game script)
is_available = government_has_mechanic = administrative
trigger_if = {
	limit = {
		is_ai = yes
	}
	is_adult = yes
}
is_shown = scope:actor = {
	trigger_if = {
		limit = {
			is_ai = yes
		}
		scope:recipient = {
			highest_held_title_tier >= tier_county
		}
	}
}
scope:recipient = {
	target_is_liege_or_above = scope:actor
	is_ai = yes
	is_landed = yes
	is_ruler = yes
	NOT = {
		has_same_government = scope:actor
	}
}

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

Can be sent when (is_valid…) (49 lines of game script)
scope:recipient = {
	NOT = {
		has_strong_hook = scope:actor
	}
	is_at_war = no
	trigger_if = {
		limit = {
			is_landed = no
			exists = domicile
		}
		domicile.domicile_location.county.holder = {
			government_has_mechanic = administrative
		}
	}
	trigger_if = {
		limit = {
			exists = confederation
		}
		NOT = {
			scope:actor.confederation ?= confederation
		}
	}
	liege = scope:actor
}
scope:actor = {
	is_at_war = no
}
custom_tooltip = {
	text = cannot_take_overt_hostile_actions_against_diarch.tt
	NOT = {
		scope:recipient ?= scope:actor.diarch
	}
}
custom_tooltip = {
	text = demand_admin_tribal
	NOT = {
		scope:recipient = {
			government_has_flag = government_is_tribal
		}
	}
}
custom_tooltip = {
	text = clergy_unable_to_change_government_desc
	NOT = {
		scope:recipient = {
			holds_religious_office_trigger = yes
		}
	}
}

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

Effects (on_send, on_accept, on_decline) (43 lines of game script)
on_send = scope:recipient = {
	primary_title = {
		save_scope_as = demanded_administration
	}
	trigger_event = {
		id = ep3_interactions_events.0005
		days = 5
	}
}
on_accept = show_as_tooltip = {
	change_to_administrative_interaction_effect = yes
}
if = {
	limit = {
		scope:recipient = {
			is_ai = yes
		}
	}
	scope:recipient = {
		set_variable = {
			name = demand_admin_accepted_ai_block
			value = scope:actor
			years = 10
		}
	}
}
on_decline = if = {
	limit = {
		scope:actor = {
			government_has_flag = government_is_japan_administrative
		}
		scope:recipient = {
			is_landed = yes
			government_has_flag = government_is_japan_feudal
		}
	}
	tgp_japan_demand_administrative_refusal_effect = yes
}
else = {
	scope:recipient = {
		custom_tooltip = demand_admin_interaction_vassal_refuses
	}
}

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

Category
Vassal actions
Again on the same character
after 10 years
In the menu
under More…
ID
demand_admin_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. “…” marks words the game fills in at play time (a name, a title).

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