Interaction · Hostile actions
Demand Herd
If the recipient is Intimidated by you, this action will have lesser Opinion penalties.
What you need
You
To send it
Also needed: not imprisoned
To see it in the menu
- Your Government is Nomadic
- If played by the AI:
primary_title.tier >= tier_duchy
None of these
- You:
- Has “had mpo temujin flavor 0020” (a variable the game's script sets)
- Had mpo temujin flavor 0020 is scope:recipient
- You:
Demand Herd is a hostile character interaction in Crusader Kings III. You need: Is not imprisoned. The character you target needs: Is not imprisoned, Is at not War, Is not a faction member and 1 more. The AI weighs it. Reasons the AI weighs include Asking for more herd (-100) and Hook used (+1,000). Patch 1.20.1.2, from game/common/character_interactions/09_mpo_interactions.txt.
Quick answers (2)
- What are the requirements for Demand Herd in CK3?
- You: Is not imprisoned. The character you target: Is not imprisoned, Is at not War, Is not a faction member and They does not have enough Herd. (patch 1.20.1.2)
- How do I get the AI to accept Demand Herd?
- The AI weighs it. Its reasons: Asking for more herd -100, Hook used +1,000, The recipient's Boldness, … Opinion of …, Intimidated by you and Terrified of you.
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 |
Asking for more herdwhen
| -100 |
Hook usedwhen
| +1,000 |
The recipient's Boldnesswhen
| varies |
| … Opinion of … | varies |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
Acceptance (ai_accept) (32 lines of game script)
base = -100
modifier = {
trigger = {
scope:more_herd ?= yes
}
add = -100
desc = ASK_FOR_HERD_MORE_HERD_REASON
}
modifier = {
trigger = {
scope:hook ?= yes
}
add = 1000
desc = MIGRATION_HOOK_USED
}
modifier = {
add = {
value = ai_boldness
multiply = -1
divide = 4
}
NOT = {
ai_boldness = 0
}
desc = ARTIFACT_BOLDNESS_REASON
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
desc = AI_OPINION_REASON
}
bp2_hostage_dread_modifier = yesAs written in game/common/character_interactions/09_mpo_interactions.txt.
What happens
If they accept
- The character you target:
If
- The option “more herd” is chosen
Then
If
- You: Has “nomad events 0210 herd var” (a variable the game's script sets)
Then
pay_herd = { … }
Otherwise
pay_herd = { target = scope:actor value = scope:recipient.domicile.ask_for_herd_double_value }
Otherwise
If
- You: Has “nomad events 0210 herd var” (a variable the game's script sets)
Then
pay_herd = { … }
Otherwise
pay_herd = { target = scope:actor value = scope:recipient.domicile.ask_for_herd_base_value }
If
- Any character situation › Any situation sub region:
has_sub_region_phase_parameter = the_great_steppe_demand_herd_higher_rate- Any situation sub region participant group:
participant_group_type = nomad_rulers_capitalparticipant_group_has_character = scope:actor
Then
- Because the Steppe Season is Abundant Grazing you receive additional Herd: …
- Any character situation › Any situation sub region:
If
- The option “more herd” is chosen
Then
If
- The character you target:
has_dread_level_towards = { target = scope:actor level = 2 }
Then
- Because … is Intimidated by you, the Opinion modifiers are smaller:
- Opinion: Herd Tribute (-20)
Else if
- The character you target:
has_dread_level_towards = { target = scope:actor level = 1 }
Then
- Because … is Intimidated by you, the Opinion modifiers are smaller:
- Opinion: Herd Tribute (-40)
Otherwise
- Opinion: Herd Tribute (-60)
- The character you target:
Otherwise
If
- The character you target: Government is unplayable
Then
- You:
- Your domicile: Herd changes
- Loses 50 Legitimacy
- The target’s primary title:
- Because you Demand Herd from a Herder:
- The county gains the modifier “County Fertility Depleted” for 12 years
- County Fertility Consumption +20%
Otherwise
If
- The character you target:
has_dread_level_towards = { target = scope:actor level = 2 }
Then
- Because … is Intimidated by you, the Opinion modifiers are smaller:
- Opinion: Herd Tribute (-10)
Else if
- The character you target:
has_dread_level_towards = { target = scope:actor level = 1 }
Then
- Because … is Intimidated by you, the Opinion modifiers are smaller:
- Opinion: Herd Tribute (-20)
Otherwise
- Opinion: Herd Tribute (-40)
- The character you target:
Options when sending
- Use a Hook
- Request more Herd
• 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 = government_has_flag = government_is_nomadic
exists = domicile
trigger_if = {
limit = {
is_ai = yes
}
primary_title.tier >= tier_duchy
}
is_shown = scope:recipient = {
government_has_flag = government_is_nomadic
exists = domicile
is_ai = yes
}
NOT = {
scope:actor = {
has_variable = had_mpo_temujin_flavor_0020
var:had_mpo_temujin_flavor_0020 ?= scope:recipient
}
}As written in game/common/character_interactions/09_mpo_interactions.txt.
Can be sent when (is_valid…) (15 lines of game script)
scope:actor = {
is_imprisoned = no
}
scope:recipient = {
NOR = {
is_imprisoned = yes
is_at_war = yes
is_a_faction_member = yes
custom_tooltip = {
text = ask_for_herd_not_enough_herd
domicile.herd < scope:recipient.domicile.ask_for_herd_base_value
government_has_flag = government_is_nomadic
}
}
}As written in game/common/character_interactions/09_mpo_interactions.txt.
Effects (on_send, on_accept, on_decline) (189 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = ask_for_herd_toast
left_icon = scope:recipient
scope:recipient = {
if = {
limit = {
scope:more_herd ?= yes
}
if = {
limit = {
scope:actor = {
has_variable = nomad_events_0210_herd_var
}
}
pay_herd = {
target = scope:actor
value = {
value = scope:recipient.domicile.ask_for_herd_double_value
multiply = 2
}
}
}
else = {
pay_herd = {
target = scope:actor
value = scope:recipient.domicile.ask_for_herd_double_value
}
}
}
else = {
if = {
limit = {
scope:actor = {
has_variable = nomad_events_0210_herd_var
}
}
pay_herd = {
target = scope:actor
value = {
value = scope:recipient.domicile.ask_for_herd_base_value
multiply = 2
}
}
}
else = {
pay_herd = {
target = scope:actor
value = scope:recipient.domicile.ask_for_herd_base_value
}
}
}
if = {
limit = {
any_character_situation = {
any_situation_sub_region = {
has_sub_region_phase_parameter = the_great_steppe_demand_herd_higher_rate
any_situation_sub_region_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = scope:actor
}
}
}
}
custom_tooltip = {
text = ask_for_herd_abundant_grazing_tt
pay_herd = {
target = scope:actor
value = scope:recipient.domicile.ask_for_herd_half_value
}
}
}
if = {
limit = {
scope:more_herd ?= yes
}
if = {
limit = {
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
}
custom_tooltip = ask_for_herd_dread_effect_tt
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -20
}
}
else_if = {
limit = {
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
}
custom_tooltip = ask_for_herd_dread_effect_tt
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -40
}
}
else = {
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -60
}
}
}
else = {
if = {
limit = {
scope:recipient = {
government_has_flag = government_is_herder
}
}
scope:actor = {
domicile ?= {
change_herd = major_herd_gain
}
add_legitimacy = minor_legitimacy_loss
}
scope:recipient.primary_title = {
custom_tooltip = ask_for_herd_herder_recipient_tt
add_county_modifier = {
modifier = ask_for_herd_county_depleted_modifier
years = 12
}
}
}
else = {
if = {
limit = {
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
}
custom_tooltip = ask_for_herd_dread_effect_tt
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -10
}
}
else_if = {
limit = {
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
}
custom_tooltip = ask_for_herd_dread_effect_tt
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -20
}
}
else = {
add_opinion = {
target = scope:actor
modifier = ask_for_herd_opinion
opinion = -40
}
}
}
}
}
if = {
limit = {
scope:hook = yes
}
use_hook = scope:recipient
}
}
}As written in game/common/character_interactions/09_mpo_interactions.txt.
- Category
- Hostile actions
- Again on the same character
- after 6 years
- In the menu
- main list
- ID
mpo_ask_for_herd_interaction
Source: game/common/character_interactions/09_mpo_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.