Interaction · Religious actions
Demand Conversion
House Head Interaction Demand that … converts to your Faith (From … to …)
What you need
You
To send it
- The character you target:
- Does not have a Strong Hook on you
- Does not have the Trait: Monk
- Does not have the Trait: Military Order Member
- Is not imprisoned by you
- Is not at war with you
- You:
If
- Government is Adventurer
- The character you target: Is a courtier of you
Then
- Adventurers require the Portable Shrine upgrade for the Baggage Train to convert Followers
- You cannot demand conversions as a Zealous follower of the Way of the Nomad
If
- The character you target:
- Has “cannot be converted by value” (a variable the game's script sets)
- Cannot be converted by value is scope:puppet or actor
Then
- You have promised to not convert … until …
- The character you target:
- … cannot take overt hostile actions against … Diarch
- The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith
- In some cases (on a condition the game doesn't show) › You:
influence >= demand_conversion_influence_cost_value
To see it in the menu
If
a check the game hides
Then
- Your house: Has the house check as house head
- Your faith is the same as that of recipient
One of these
- Is of the same house as the target
or
house.house_confederation ?= { scope:recipient.house.house_confederation ?= this has_cohesion_level_parameter = bloc_members_join_leaders_faith }
None of these
- The character you target:
- Is a ruler
- Is a vassal (or below) of you
- The character you target:
The character you target
- Is a ruler
Demand Conversion is a religious character interaction in Crusader Kings III. You need: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Clergy acting towards a secular Ruler (+20), You … their Liege (+50), The recipient is unable to create a Cadet Branch (+100) and 36 more. It costs Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.
Quick answers (3)
- What are the requirements for Demand Conversion in CK3?
- You: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. (patch 1.20.1.2)
- How do I get the AI to accept Demand Conversion?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Clergy acting towards a secular Ruler +20, Relative Level of Devotion, You … their Liege +50, The recipient is unable to create a Cadet Branch +100, The recipient is able to create a Cadet Branch -10, Difference between the recipient's and your Learning Skill, Fervent Proselytism - our Learning advantage counts twice, Weak Hook used +50, Ecclesiastical Estate Building added +15, Ecclesiastical Estate Building added +30, Ecclesiastical Estate Building added +45, Awe of the Grand Cathedral +5, Awe of the Grand Cathedral +10, Consecrated to Saint Paul +10, You are the The Savior of … +30, Herald +75, I have Divine Blood +15, The recipient is Stubborn -15, The recipient is Fickle +10, The recipient is Zealous -100, The recipient is not Cynical -50, The recipient is a Heresiarch -100, Difference between … and … Fervor, … Tenet - Adaptability -20, … Tenet - Literalism -20, My Literalism Personal Tenet and Religious Scholar Trait +20, My Monophysitism Personal Tenet +20, Declining to Convert is a Crime +50, Intimidated by you, Terrified of you, The recipient's Dynasty has Strange Gods +50, You have the flame of persia Modifier +20, Strong Believers Cultural Tradition -50, The recipient's Level of Devotion, The recipient practices the State Rite -150, The recipient does not practice the State Rite +100, You have been anointed to proselytize +25, You have been anointed to proselytize +10, Spending Influence +25, The recipient will never convert willingly -1,500, We follow the Devaraja +25, The Reverence Decree is active +25, You … the Dar al-Islam Title and the recipient is a Muslim +75, High Spiritual Fulfillment +15, Low Spiritual Fulfillment -10 and …: + +25.
- How much does Demand Conversion cost?
- Influence (varies) (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; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | 0 |
| Clergy acting towards a secular Ruler | +20 |
Relative Level of Devotionwhen
| varies |
| You … their Liege | +50 |
The recipient is unable to create a Cadet Branchwhen
| +100 |
The recipient is able to create a Cadet Branchwhen
| -10 |
| Their opinion of you | varies |
| Difference between the recipient's and your Learning Skill | varies |
Fervent Proselytism - our Learning advantage counts twicewhen
| varies |
Weak Hook usedwhen
| +50 |
Ecclesiastical Estate Building addedwhen
| +15 |
Ecclesiastical Estate Building addedwhen
| +30 |
Ecclesiastical Estate Building addedwhen
| +45 |
Awe of the Grand Cathedralwhen
| +5 |
Awe of the Grand Cathedralwhen
| +10 |
Consecrated to Saint Paulwhen
| +10 |
You are the The Savior of …when
| +30 |
| Herald | +75 |
I have Divine Bloodwhen
| +15 |
| The recipient is Stubborn | -15 |
| The recipient is Fickle | +10 |
| The recipient is Zealous | -100 |
The recipient is not Cynicalwhen
| -50 |
The recipient is a Heresiarchwhen
| -100 |
Difference between … and … Fervorwhen
| varies |
… Tenet - Adaptabilitywhen
| -20 |
… Tenet - Literalismwhen
| -20 |
My Literalism Personal Tenet and Religious Scholar Traitwhen
| +20 |
My Monophysitism Personal Tenetwhen
| +20 |
Declining to Convert is a Crimewhen
| +50 |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
The recipient's Dynasty has Strange Godswhen
| +50 |
You have the flame of persia Modifierwhen
| +20 |
Strong Believers Cultural Traditionwhen
| -50 |
The recipient's Level of Devotionwhen
| their piety level × -10 |
The recipient practices the State Ritewhen
| -150 |
The recipient does not practice the State Ritewhen
| +100 |
| You have been anointed to proselytize | +25 |
| You have been anointed to proselytize | +10 |
Spending Influencewhen
| +25 |
| The recipient will never convert willingly | -1,500 |
We follow the Devarajawhen
| +25 |
The Reverence Decree is activewhen
| +25 |
You … the Dar al-Islam Title and the recipient is a Muslimwhen
| +75 |
High Spiritual Fulfillmentwhen
| +15 |
Low Spiritual Fulfillmentwhen
| -10 |
…: +when
| +25 |
Acceptance (ai_accept) (27 lines of game script)
base = 0
celestial_hierarchy_acceptance_modifier = {
ACTOR = scope:puppet_or_actor
RECIPIENT = scope:recipient
}
modifier = {
add = 50
desc = EDUCATE_CHILD_ACTOR_IS_MY_LIEGE
}
modifier = {
add = 100
NOT = {
scope:recipient = {
can_execute_decision = create_cadet_branch_decision
}
}
desc = ASK_FOR_CONVERSION_CAN_NOT_CREATE_CADET_BRANCH
}
modifier = {
add = -10
scope:recipient = {
can_execute_decision = create_cadet_branch_decision
}
desc = ASK_FOR_CONVERSION_CAN_CREATE_CADET_BRANCH
}
religion_demand_conversion_default_modifier = yes
religion_demand_conversion_christian_situation_modifier = yesAs written in game/common/character_interactions/00_religious_interactions.txt.
What happens
If they accept
- In some cases (on a condition the game doesn't show) › You › If demand conversion influence cost more than 0:
change_influence = { … }
If
- You: Confession penalty var is scope:recipient
Then
- You: Loses “Confession Penalty”
- You › If government uses the Mandala Capital Temple Complex Great Project and Great Building:
- If has the Reverence Decree Law:
add_piety = { add = medium_piety_gain multiply = 1.5 }
- Otherwise: Gain +100 Piety
- If has the Reverence Decree Law:
- Every in list:
If
- No
- Their faith is the same as that of recipient
Then
If
a check the game hides
Then
clean_convert_modifier_effect = { }If
knows_rite_level = { target = scope:conversion_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:conversion_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:conversion_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:
Otherwise
clean_convert_modifier_effect = { }If
knows_rite_level = { target = scope:puppet_or_actor.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:puppet_or_actor.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:puppet_or_actor.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:
If
- No secret:
NOT = { scope:old_faith = faith }
Then
add_secret = { type = secret_crypto_religionist }
- Every in list:
If
prev != this
Then
- The crypto religionist secret:
reveal_to_without_events_effect = { CHARACTER = prev }
Otherwise
If
a check the game hides
Then
clean_convert_modifier_effect = { }If
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
If they refuse
- The character you target:
execute_decision = create_cadet_branch_decision
- The character you target:
If
- You:
One of these
- Holds Ministry of Rites
or
Your rite:If
- The character you target:
- Their top liege: Government allows: state faith
rite = scope:recipient.top_liege.primary_title.state_rite
Then
- Never
- The character you target:
One of these
rite_religion_tag = christianity_religionor
rite_religion_tag = islam_religionor
rite_religion_tag = judaism_religionor
rite_religion_tag = zoroastrianism_religion
NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }
- The character you target: Is a vassal (or below) of you
Then
- You gains the opinion “Resisted Conversion” of them
Otherwise
- Opinion: Demanded My Conversion (-10)
- You:
- Event char_interaction.0182
If
- Your top liege: Government allows: state faith
- The character you target:
- Their top liege: Government allows: state faith
rite = top_liege.primary_title.state_rite
Then
- The character you target: Gain +100 Piety
Options when sending
- Use a Hook
- Offer Influence
Events it fires: false_conversion.0900, char_interaction.0181, char_interaction.0182
• 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) (23 lines of game script)
is_shown = scope:puppet_or_actor ?= {
this != scope:recipient
is_house_head = yes
faith != scope:recipient.faith
OR = {
house ?= scope:recipient.house
AND = {
house.house_confederation ?= {
scope:recipient.house.house_confederation ?= this
has_cohesion_level_parameter = bloc_members_join_leaders_faith
}
}
}
}
NOT = {
scope:recipient = {
is_ruler = yes
target_is_liege_or_above = scope:puppet_or_actor
}
}
scope:recipient = {
is_ruler = yes
}As written in game/common/character_interactions/00_religious_interactions.txt.
Can be sent when (is_valid…) (9 lines of game script)
valid_demand_conversion_conditions_trigger = yes
trigger_if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
influence >= demand_conversion_influence_cost_value
}
}As written in game/common/character_interactions/00_religious_interactions.txt.
Effects (on_send, on_accept, on_decline) (98 lines of game script)
on_accept = if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
if = {
limit = {
demand_conversion_influence_cost_value > 0
}
change_influence = {
value = {
value = demand_conversion_influence_cost_value
max = influence
multiply = -1
}
}
}
}
}
demand_conversion_interaction_effect = yes
if = {
limit = {
scope:hook = yes
}
scope:puppet_or_actor = {
use_hook = scope:recipient
}
scope:recipient = {
save_scope_value_as = {
name = forcibly_converted
value = yes
}
}
}
scope:puppet_or_actor = {
trigger_event = char_interaction.0181
}
scope:puppet_or_actor = {
if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = piety_from_converting_involved_rulers
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
add_piety = medium_piety_gain
}
}
accept_faith_conversion_add_clan_unity_effect = yes
state_faith_conversion_add_piety_effect = yes
conversion_tenet_acts_of_the_apostles_effect = yes
conversion_tenet_mendicant_preachers_effect = yes
on_decline = scope:recipient = {
execute_decision = create_cadet_branch_decision
show_as_tooltip = {
create_cadet_branch = { }
}
}
scope:recipient = {
if = {
limit = {
scope:puppet_or_actor = {
refusing_conversion_is_crime_trigger = {
CHARACTER = scope:recipient
}
}
scope:recipient = {
target_is_liege_or_above = scope:puppet_or_actor
}
}
reverse_add_opinion = {
target = scope:puppet_or_actor
modifier = illegal_resisted_conversion_opinion
years = 10
}
}
else = {
add_opinion = {
modifier = demanded_my_conversion_opinion
target = scope:puppet_or_actor
opinion = -10
}
}
}
scope:puppet_or_actor = {
trigger_event = char_interaction.0182
}
refuse_faith_conversion_add_clan_unity_effect = yes
state_faith_refuse_conversion_add_piety_effect = yes
on_auto_accept = scope:recipient = {
save_scope_value_as = {
name = forcibly_converted
value = yes
}
}As written in game/common/character_interactions/00_religious_interactions.txt.
- Category
- Religious actions
- Cost: Influence
- varies
- Again on the same character
- after 15 years
- In the menu
- under More…
- ID
demand_conversion_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).