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

Demand Conversion

variesInfluenceAccepted automatically in some cases; otherwise the AI weighs it

Demand that the recipient converts to your Faith (From … to …)

What you need

You

To send it

  • The character you target:
  • 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 …
  • … 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
  • If

    • Your domicile:
      • domicile_uses_culture_and_faith = yes
    • The character you target:
      • Is a ruler
      • Their government has the government is in steppe flag

    Then

To see it in the menu

  • If played by the AI: Is an Adult
  • Your faith is not the same as that of recipient

The character you target

  • One of these

    • Is a vassal (or below) of you
    • or

      Is a tributary of you
  • Is played by the AI
  • 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), Weak Hook used (+50) and 36 more. It costs Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.

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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, 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, …: + +25, The recipient might ask for something in return 0 and Tax rebate +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.

ReasonAmount
Base0
Clergy acting towards a secular Ruler
when
+20
Relative Level of Devotion
when
  • Your Personal Tenets unlock tenet celestial hierarchy interaction acceptance
  • Your faith is the same as that of recipient
varies
You … their Liege+50
Their opinion of youvaries
Difference between the recipient's and your Learning Skillvaries
Fervent Proselytism - our Learning advantage counts twice
when
  • Your rite: The rite has Your Learning advantage counts twice when demanding Characters convert
varies
Weak Hook used
when
+50
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_1
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_1
+15
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_2
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_2
+30
Ecclesiastical Estate Building added
when
  • One of these

    • The target’s liege’s domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_3
    • or

      Your domicile:
      • has_domicile_parameter = estate_increase_conversion_acceptance_3
+45
Awe of the Grand Cathedral
when
  • Your domicile:
    • has_domicile_parameter = estate_cathedral_awe_1
+5
Awe of the Grand Cathedral
when
  • Your domicile:
    • has_domicile_parameter = estate_cathedral_awe_2
+10
Consecrated to Saint Paul
when
  • Has the Modifier: Consecrated to Saint Paul
+10
You are the The Savior of …
when
+30
Herald
when
+75
I have Divine Blood
when
+15
The recipient is Stubborn
when
-15
The recipient is Fickle
when
+10
The recipient is Zealous
when
-100
The recipient is not Cynical
when
-50
The recipient is a Heresiarch
when
-100
Difference between … and … Fervor
when
  • root.faith.fervor != scope:recipient.faith.fervor
varies
… Tenet - Adaptability
when
  • The target’s rite: The rite has County Conversion Resistance: +30%
  • The character you target: Is a vassal (or below) of you
-20
… Tenet - Literalism
when
  • The target’s rite: The rite has Characters of this Faith are less likely to be converted away from it
  • The character you target: Is a vassal (or below) of you
-20
My Literalism Personal Tenet and Religious Scholar Trait
when
+20
My Monophysitism Personal Tenet
when
  • Your Personal Tenets unlock tenet monophysitism conversion conviction
  • The character you target:
    • Their faith is not the same as that of puppet or actor
    • faith.religion = scope:puppet_or_actor.faith.religion
+20
Declining to Convert is a Crime
when
  • 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
      • One of these

        • rite_religion_tag = christianity_religion
        • or

          rite_religion_tag = islam_religion
        • or

          rite_religion_tag = judaism_religion
        • or

          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
+50
Intimidated by you
when
  • Your government is not Adventurer
  • The character you target:
    • has_dread_level_towards = { target = scope:puppet_or_actor level = 1 }
intimidated_halved_reason_value
Terrified of you
when
  • Your government is not Adventurer
  • The character you target:
    • has_dread_level_towards = { target = scope:puppet_or_actor level = 2 }
cowed_halved_reason_value
The recipient's Dynasty has Strange Gods
when
+50
You have the flame of persia Modifier
when
  • Your dynasty:
    • has_dynasty_modifier = fp3_rekindler_of_iran_modifier
+20
Strong Believers Cultural Tradition
when
-50
The recipient's Level of Devotion
when
  • The character you target: Piety level more than 1
their piety level × -10
The recipient practices the State Rite
when
  • The character you target:
    • Government allows: state faith
    • Their top liege: Government allows: state faith
    • rite = top_liege.primary_title.state_rite
-150
The recipient does not practice the State Rite
when
  • The character you target:
    • Government allows: state faith
    • Their top liege: Government allows: state faith
    • rite != top_liege.primary_title.state_rite
+100
You have been anointed to proselytize+25
You have been anointed to proselytize+10
Spending Influence
when
  • The option “influence send option” is chosen
+25
The recipient will never convert willingly-1,500
We follow the Devaraja
when
+25
The Reverence Decree is active
when
  • has_realm_law_flag = vassals_more_inclined_to_convert
+25
You … the Dar al-Islam Title and the recipient is a Muslim
when
  • Holds Dar al-Islam
  • The character you target: Their religion is Islam
+75
High Spiritual Fulfillment
when
  • has_fulfillment_parameter = sp_easier_conversion
+15
Low Spiritual Fulfillment
when
  • has_fulfillment_parameter = sp_harder_conversion
-10
…: +
when
  • top_participant_group:the_christian_church:
    • has_participant_group_parameter = the_christian_church_easier_faith_conversion
+25
The recipient might ask for something in return0
Tax rebate
when
  • The option “tax nonbelievers conversion concession” is chosen
+25
Acceptance (ai_accept) (20 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
}
religion_demand_conversion_default_modifier = yes
religion_demand_conversion_christian_situation_modifier = yes
modifier = {
	desc = might_ask_for_something_in_return_warning_line_break
	add = 0
}
modifier = {
	add = 25
	scope:tax_nonbelievers_conversion_concession = yes
	desc = pam_tax_nonbelievers_conversion_acceptance_reason
}

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

What happens

When you send it

  • If

    • The option “tax nonbelievers conversion concession” is chosen

    Then

    • You: Pay gold to the target

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 = { … }
  • Event religious_interaction.2002
  • 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:
  • Every in list:
    • If

      • No
      • Their faith is the same as that of recipient

      Then

      • If

        a check the game hides

        Then

        • convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }

        Otherwise

        • convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
      • 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

        • convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }

        Otherwise

        • convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
  • The character you target:
    • If

      • Has the Trait: Bastard
      • Your rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate
      • If any parent › Any parent:
        • Is of the same dynasty as the target
        • Their rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate

      Then

      • Loses the Trait Bastard
      • add_trait_force_tooltip = wild_oat
  • If

    • The character you target:
      • One of these

        • is_important_struggle_character = { }
        • or

          is_vip_struggle_character = { }
    • You › Any character struggle:
      • involvement = involved
      • activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }

    Then

    • You › Every character struggle:
      • Where:
        • activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
      • involvement = involved
      • activate_struggle_catalyst = { catalyst = catalyst_demanding_important_conversion character = scope:puppet_or_actor }
  • Every in list:
    • If

      • Their faith is the same as that of recipient
      • None of these

        • Any secret › Any secret knower: Is you

      Then

      • … may continue to practice … in secret
  • The character you target: Event false_conversion.0900
  • If

    • You use a Hook
    • You: Has a usable Hook on the target

    Then

    • You: Use a Hook on the target
  • The character you target: Opinion: Demanded My Conversion (-10)
  • If all of these hold:
    • Conditions › Your house › House member (at least 60%): Their faith is the same as that of puppet or actor
    • Then:
      • If

        • You: Government is Clan
        • The character you target: Government is Clan
        • Your house is the target’s
        • If

          • You are not the target

          Then

          • You are not the target

        Then

        • Your house:
          • add_unity_value = { … }

        Else if

        • No
        • You: Government is Clan
        • Your house: Has you as house head
        • One of these

          • All of these

            • exists = scope:recipient.house
            • Your house is not the target’s
          • or

            The character you target: Is Lowborn

        Then

        • Your house:
          • add_unity_value = { … }
  • Else, if all of these hold: … (more in the script below)
  • … (more in the script below)

If they refuse

  • The character you target:
    • … does not convert
    • Opinion: Demanded My Conversion (-10)
    • You:
      • If

        • 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
            • One of these

              • rite_religion_tag = christianity_religion
              • or

                rite_religion_tag = islam_religion
              • or

                rite_religion_tag = judaism_religion
              • or

                rite_religion_tag = zoroastrianism_religion
            • NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }

        Then

        • You can lawfully Imprison your … …
    • If

      • top_liege.primary_title.state_rite ?= scope:recipient.rite

      Then

  • If

    • Your house › House member (at least 60%): Their faith is the same as that of puppet or actor

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }

    Else if

    • Your house › House member (at least 60%): Their faith is the same as that of recipient

    Then

    • If

      • You: Government is Clan
      • The character you target: Government is Clan
      • Your house is the target’s
      • If

        • You are not the target

        Then

        • You are not the target

      Then

      • Your house:
        • add_unity_value = { … }

      Else if

      • No
      • You: Government is Clan
      • Your house: Has you as house head
      • One of these

        • All of these

          • exists = scope:recipient.house
          • Your house is not the target’s
        • or

          The character you target: Is Lowborn

      Then

      • Your house:
        • add_unity_value = { … }

Options when sending

  • Use a Hook
  • Offer Influence
  • Offer a tax rebateYou pays … Gold to the recipient upfront, improving acceptance

Events it fires: religious_interaction.2002, false_conversion.0900, religious_interaction.2011, religious_interaction.2012, religious_interaction.2015, religious_interaction.2003

• 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) (19 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	is_adult = yes
}
is_shown = scope:puppet_or_actor ?= {
	NOT = {
		faith = scope:recipient.faith
	}
}
scope:recipient = {
	OR = {
		target_is_liege_or_above = scope:puppet_or_actor
		is_tributary_of = scope:puppet_or_actor
	}
	is_ai = yes
	is_ruler = yes
}

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

Can be sent when (is_valid…) (24 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
	}
}
trigger_if = {
	limit = {
		scope:puppet_or_actor.domicile ?= {
			domicile_uses_culture_and_faith = yes
		}
		scope:recipient = {
			is_ruler = yes
			government_has_flag = government_is_in_steppe
		}
	}
	custom_tooltip = {
		text = nomads_must_inspire_tt
		always = no
	}
}

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

Effects (on_send, on_accept, on_decline) (196 lines of game script)
on_send = pam_tax_nonbelievers_conversion_concession_effect = yes
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
				}
			}
		}
	}
}
scope:puppet_or_actor = {
	trigger_event = religious_interaction.2002
}
demand_conversion_vassal_ruler_interaction_effect = yes
accept_faith_conversion_add_clan_unity_effect = yes
state_faith_conversion_add_piety_effect = yes
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
	}
}
conversion_tenet_acts_of_the_apostles_effect = yes
conversion_tenet_mendicant_preachers_effect = yes
on_decline = scope:recipient = {
	hidden_effect = {
		random_list = {
			80 = {
				modifier = {
					factor = 0
					scope:recipient = {
						has_trait = heresiarch
					}
				}
				ai_value_modifier = {
					ai_greed = 0.5
				}
				random_list = {
					10 = {
						modifier = {
							add = 50
							scope:recipient.short_term_gold < medium_gold_value
						}
						modifier = {
							add = {
								value = 50
								if = {
									limit = {
										gold < 0
									}
									add = 150
								}
							}
							is_at_war = yes
							any_character_war = {
								is_war_leader = scope:recipient
							}
						}
						scope:puppet_or_actor = {
							trigger_event = {
								id = religious_interaction.2011
							}
						}
					}
					50 = {
						trigger = {
							exists = scope:recipient.capital_county
							NOT = {
								has_hook = scope:puppet_or_actor
							}
						}
						modifier = {
							add = {
								value = 50
								if = {
									limit = {
										is_powerful_vassal_of = scope:puppet_or_actor
									}
									add = 100
								}
							}
							this.liege = scope:puppet_or_actor
							government_has_flag = government_is_feudal
						}
						scope:puppet_or_actor = {
							trigger_event = {
								id = religious_interaction.2012
							}
						}
					}
					40 = {
						trigger = {
							knows_rite_level = {
								target = scope:puppet_or_actor.rite
								value < 0.9
							}
							can_start_scheme = {
								type = study_faith
								target_character = scope:puppet_or_actor
							}
						}
						modifier = {
							add = 300
							knows_rite_level = {
								target = scope:puppet_or_actor.rite
								value < 0.7
							}
						}
						modifier = {
							add = 10
							has_trait = erudite
						}
						modifier = {
							add = 10
							has_trait = theologian
						}
						modifier = {
							add = 10
							OR = {
								has_trait = education_learning_3
								has_trait = education_learning_4
								has_trait = education_learning_5
							}
						}
						modifier = {
							add = 10
							learning >= 12
						}
						scope:puppet_or_actor = {
							trigger_event = {
								id = religious_interaction.2015
							}
						}
					}
				}
			}
			20 = {
				modifier = {
					add = 20
					scope:recipient.demand_conversion_likelihood_calculation < 40
				}
				modifier = {
					add = 20
					scope:recipient.demand_conversion_likelihood_calculation < 20
				}
				modifier = {
					add = 50
					scope:recipient.demand_conversion_likelihood_calculation < 0
				}
				scope:puppet_or_actor = {
					trigger_event = {
						id = religious_interaction.2003
					}
				}
			}
		}
	}
	custom_tooltip = demand_conversion_vassal_ruler_does_not_convert
	show_as_tooltip = {
		add_opinion = {
			modifier = demanded_my_conversion_opinion
			target = scope:puppet_or_actor
			opinion = -10
		}
		scope:puppet_or_actor = {
			if = {
				limit = {
					refusing_conversion_is_crime_trigger = {
						CHARACTER = scope:recipient
					}
				}
				custom_tooltip = action_can_lawfully_imprison_label
			}
		}
		give_piety_for_clinging_to_state_faith_effect = yes
	}
}
refuse_faith_conversion_add_clan_unity_effect = 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_vassal_ruler_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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