Interaction · Hostile actions
Foment Revolt
Invest Gold in order to destabilize their Realm
What you need
You
To send it
- You must select an investment level
To see it in the menu
- If played by the AI:
One of these
- Any character struggle:
involvement = involvedhas_struggle_phase_parameter = unlocks_incite_revolts_interactionOne of these
is_struggle_phase = struggle_iberia_phase_opportunityor
is_struggle_phase = struggle_iberia_phase_hostility
or
Any character struggle:involvement = involvedis_struggle_type = persian_struggle
or
Your domicile:has_domicile_parameter = can_use_incite_revolts
- Any character struggle:
short_term_gold >= medium_gold_value
- The target is not you
One of these
- You:
- Your Government is Adventurer
One of these
- Any claim:
holder = scope:recipient
or
Has the target as rival
- Any claim:
or
You › Any character struggle:involvement = involvedhas_struggle_phase_parameter = unlocks_incite_revolts_interactionAll of these
- The character you target › Any character struggle:
involvement = involved- Is the struggle temp
- The character you target › Any character struggle:
or
All of these
- You:
- Has the Trait: Detractor of the Caliphate
- Any character struggle:
involvement = involvedis_struggle_type = persian_struggle
- The character you target › Any character struggle:
is_struggle_type = persian_struggleinvolvement = involved
- You:
or
Your domicile:has_domicile_parameter = can_use_incite_revolts
- You:
Foment Revolt is a hostile character interaction in Crusader Kings III. You need: You must select an investment level. Accepted automatically. It costs Gold (varies). Patch 1.20.1.2, from game/common/character_interactions/03_fp2_interactions.txt.
Quick answers (3)
- What are the requirements for Foment Revolt in CK3?
- You: You must select an investment level. (patch 1.20.1.2)
- Will the AI accept Foment Revolt?
- Yes: it is accepted automatically.
- How much does Foment Revolt cost?
- Gold (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
None of these
One of these
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_sp_or_stress_lossor
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_stress_loss
Then
- Stress and fulfillment impact: by trait: Just +40, Honest +40, Trusting +40, Greedy +20
If
- You:
One of these
- Has the target as rival
or
Has the target as nemesis
Then
- Stress and fulfillment impact: by trait: Vengeful -30
- You:
If
- You: Is a vassal of the target
Then
- Stress and fulfillment impact: by trait: Ambitious -30
duel = { … }- If your Government is Adventurer:
- If does not have the Trait: Gallowsbait: Gains the Trait Gallowsbait
- Gallowsbait (bandit) experience changes
If
Then
- Your house:
add_unity_value = { … }
- Your house:
Options when sending
- Small investment
- Medium investment
- Large investment
• 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) (62 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
OR = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_incite_revolts_interaction
OR = {
is_struggle_phase = struggle_iberia_phase_opportunity
is_struggle_phase = struggle_iberia_phase_hostility
}
}
any_character_struggle = {
involvement = involved
is_struggle_type = persian_struggle
}
domicile ?= {
has_domicile_parameter = can_use_incite_revolts
}
}
short_term_gold >= medium_gold_value
}
is_shown = scope:recipient != scope:actor
OR = {
scope:actor = {
government_has_flag = government_is_landless_adventurer
OR = {
any_claim = {
holder = scope:recipient
}
has_relation_rival = scope:recipient
}
}
scope:actor = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_incite_revolts_interaction
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
AND = {
scope:actor = {
has_trait = fp3_struggle_detractor
any_character_struggle = {
involvement = involved
is_struggle_type = persian_struggle
}
}
scope:recipient = {
any_character_struggle = {
is_struggle_type = persian_struggle
involvement = involved
}
}
}
scope:actor.domicile ?= {
has_domicile_parameter = can_use_incite_revolts
}
}As written in game/common/character_interactions/03_fp2_interactions.txt.
Can be sent when (is_valid…) (26 lines of game script)
custom_description = {
text = at_least_one_county_with_neutral_negative_opinion
scope:recipient = {
any_sub_realm_county = {
count > 0
holder = scope:recipient
county_opinion < 0
NOR = {
has_county_modifier = small_investment_in_revolt_modifier
has_county_modifier = medium_investment_in_revolt_modifier
has_county_modifier = high_investment_in_revolt_modifier
}
}
}
}
custom_tooltip = {
text = must_select_an_investment
OR = {
scope:actor = {
is_ai = yes
}
scope:small_investment_in_revolt = yes
scope:medium_investment_in_revolt = yes
scope:high_investment_in_revolt = yes
}
}As written in game/common/character_interactions/03_fp2_interactions.txt.
Effects (on_send, on_accept, on_decline) (220 lines of game script)
on_accept = hidden_effect = {
scope:recipient = {
random_sub_realm_county = {
limit = {
NOR = {
has_county_modifier = small_investment_in_revolt_modifier
has_county_modifier = medium_investment_in_revolt_modifier
has_county_modifier = high_investment_in_revolt_modifier
}
county_opinion < 0
holder = scope:recipient
}
weight = {
base = 1
modifier = {
add = 2
OR = {
faith = scope:actor.faith
culture = scope:actor.culture
}
}
modifier = {
add = 5
NAND = {
faith = scope:recipient.faith
culture = scope:recipient.culture
}
}
modifier = {
add = 5
any_neighboring_county = {
holder = scope:actor
}
}
}
save_scope_as = chosen_county
}
}
}
scope:actor = {
if = {
limit = {
NOT = {
sp_hostile_schemes_except_murder_no_stress_or_fulfillment_trigger = yes
}
}
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
honest = medium_stress_impact_gain
trusting = medium_stress_impact_gain
greedy = minor_stress_impact_gain
}
if = {
limit = {
scope:actor = {
OR = {
has_relation_rival = scope:recipient
has_relation_nemesis = scope:recipient
}
}
}
stress_and_fulfillment_impact = {
vengeful = medium_stress_impact_loss
}
}
if = {
limit = {
scope:actor = {
is_vassal_of = scope:recipient
}
}
stress_and_fulfillment_impact = {
ambitious = medium_stress_impact_loss
}
}
}
}
scope:actor = {
duel = {
skill = intrigue
value = scope:recipient.intrigue
10 = {
desc = incite_revolts_interaction_notif_failure
compare_modifier = {
value = scope:duel_value
multiplier = -1.5
}
show_as_tooltip = {
if = {
limit = {
scope:small_investment_in_revolt = yes
}
custom_tooltip = apply_small_investment_in_revolt_on_random_county
}
else_if = {
limit = {
scope:medium_investment_in_revolt = yes
}
custom_tooltip = apply_medium_investment_in_revolt_on_random_county
}
else_if = {
limit = {
scope:high_investment_in_revolt = yes
}
custom_tooltip = apply_high_investment_in_revolt_on_random_county
}
reverse_add_opinion = {
target = scope:recipient
modifier = angry_opinion
opinion = -50
}
}
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_bad
title = incite_revolts_interaction_result.tt
left_icon = scope:chosen_county
right_icon = scope:recipient
scope:chosen_county = {
if = {
limit = {
scope:small_investment_in_revolt = yes
}
add_county_modifier = {
modifier = small_investment_in_revolt_modifier
years = 10
}
}
else_if = {
limit = {
scope:medium_investment_in_revolt = yes
}
add_county_modifier = {
modifier = medium_investment_in_revolt_modifier
years = 10
}
}
else_if = {
limit = {
scope:high_investment_in_revolt = yes
}
add_county_modifier = {
modifier = high_investment_in_revolt_modifier
years = 10
}
}
}
reverse_add_opinion = {
target = scope:recipient
modifier = angry_opinion
opinion = -50
}
hidden_effect = {
scope:recipient = {
progress_towards_rival_effect = {
CHARACTER = scope:actor
REASON = fp2_progress_towards_rival_funded_revolt_against_me
OPINION = 0
}
}
}
}
}
}
10 = {
desc = incite_revolts_interaction_notif_success
compare_modifier = {
value = scope:duel_value
multiplier = 1.5
}
show_as_tooltip = {
if = {
limit = {
scope:small_investment_in_revolt = yes
}
custom_tooltip = apply_small_investment_in_revolt_on_random_county
}
else_if = {
limit = {
scope:medium_investment_in_revolt = yes
}
custom_tooltip = apply_medium_investment_in_revolt_on_random_county
}
else_if = {
limit = {
scope:high_investment_in_revolt = yes
}
custom_tooltip = apply_high_investment_in_revolt_on_random_county
}
}
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_good
title = incite_revolts_interaction_result.tt
left_icon = scope:chosen_county
scope:chosen_county = {
if = {
limit = {
scope:small_investment_in_revolt = yes
}
add_county_modifier = {
modifier = small_investment_in_revolt_modifier
years = 10
}
}
else_if = {
limit = {
scope:medium_investment_in_revolt = yes
}
add_county_modifier = {
modifier = medium_investment_in_revolt_modifier
years = 10
}
}
else_if = {
limit = {
scope:high_investment_in_revolt = yes
}
add_coun
# … (cut here; the rest is in the file)As written in game/common/character_interactions/03_fp2_interactions.txt.
- Category
- Hostile actions
- Cost: Gold
- varies
- In the menu
- main list
- ID
incite_revolts_interaction
Source: game/common/character_interactions/03_fp2_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.