Interaction · Diplomatic actions
Hire as Mercenaries
Offer Gold to make the recipient join all Wars in which you are the War Leader
What you need
You
To send it
- You cannot hire this Mercenary Company since it will put you too much into Debt
- Is at War
- You must be the War Leader to call allies
- Is not at war with the target
None of these
- War ally (at least 3): Has a Adventurer Government
One of these
- You: Is played by a person
or
Every character war:One of these
All of these
- Has you as the war's attacker
- Defender war score at most 95
or
All of these
- Has you as the war's defender
- Attacker war score at most 95
To see it in the menu
- If played by the AI:
- Any character war:
is_war_leader = prev
war_chest_gold >= quarter_ai_war_chest_gold_maximum
- Any character war:
If
- You: Is played by the AI
Then
scope:recipient.current_military_strength >= 100
The character you target
To send it
- Is at not War
Also needed: not traveling · not imprisoned
To see it in the menu
- Has a Adventurer Government
Hire as Mercenaries is a diplomatic character interaction in Crusader Kings III. You need: You cannot hire this Mercenary Company since it will put you too much into Debt, Is at War, You must be the War Leader to call allies and 1 more. The character you target needs: Is not traveling, Is at not War and Is not imprisoned. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Has Swords-for-Hire Camp Purpose (+50), Will not fight Heir (-1,000), Will not fight Spouse (-1,000) and 7 more. It needs Roads to Power. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_laamp_interactions.txt.
Quick answers (2)
- What are the requirements for Hire as Mercenaries in CK3?
- You: You cannot hire this Mercenary Company since it will put you too much into Debt, Is at War, You must be the War Leader to call allies and Is not at war with the target. The character you target: Is not traveling, Is at not War and Is not imprisoned. (patch 1.20.1.2)
- How do I get the AI to accept Hire as Mercenaries?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Has Swords-for-Hire Camp Purpose +50, War Score in Offensive Wars, War Score in Defensive Wars, Will not fight Heir -1,000, Will not fight Spouse -1,000, … Opinion of …, In Dire Need of Gold +50, Defensive War +50, You speak the … Language +5, Zeal against Infidels, Attack on Ally -50, War on another Ally -25, Attack on Religious Brethren -50, Wardens with my Hostages on opposing side and Opposing Struggle Side -100.
Will they accept?
Accepted automatically when:
- They use their Hook on …
Otherwise 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 | -20 |
Has Swords-for-Hire Camp Purposewhen
| +50 |
War Score in Offensive Warswhen
| scope:attacker_war |
War Score in Defensive Warswhen
| scope:defender_war |
Will not fight Heirwhen
| -1,000 |
Will not fight Spousewhen
| -1,000 |
| … Opinion of … | varies |
In Dire Need of Goldwhen
| +50 |
Defensive Warwhen
| +50 |
You speak the … Languagewhen
| +5 |
Zeal against Infidelswhen
| ai_zeal |
Attack on Allywhen
| -50 |
War on another Allywhen
| -25 |
Attack on Religious Brethrenwhen
| -50 |
A scripted reasonwhen
| -50 |
A scripted reasonwhen
| -100 |
A scripted reasonwhen
| -100 |
A scripted reasonwhen
| -200 |
Wardens with my Hostages on opposing sidewhen
| varies |
Opposing Struggle Sidewhen
| -100 |
Acceptance (ai_accept) (251 lines of game script)
base = -20
modifier = {
add = 50
scope:recipient = {
has_realm_law = camp_purpose_mercenaries
}
desc = camp_purpose_mercenaries_reason
}
modifier = {
save_temporary_scope_value_as = {
name = attacker_war
value = 2
}
scope:puppet_or_actor = {
any_character_war = {
primary_attacker = scope:puppet_or_actor
attacker_war_score < 0
save_temporary_scope_value_as = {
name = attacker_war
value = {
value = scope:attacker_war
multiply = attacker_war_score
}
}
}
}
add = scope:attacker_war
desc = attacker_losisng_too_much_reason
}
modifier = {
add = scope:defender_war
save_temporary_scope_value_as = {
name = defender_war
value = 2
}
scope:puppet_or_actor = {
any_character_war = {
primary_defender = scope:puppet_or_actor
defender_war_score < 0
save_temporary_scope_value_as = {
name = defender_war
value = {
value = scope:defender_war
multiply = defender_war_score
}
}
}
}
desc = defender_losisng_too_much_reason
}
modifier = {
add = -1000
exists = scope:recipient.player_heir
scope:puppet_or_actor = {
any_character_war = {
OR = {
primary_defender = scope:recipient.player_heir
primary_attacker = scope:recipient.player_heir
}
}
}
desc = WONT_FIGHT_HEIR_REASON
}
modifier = {
add = -1000
scope:puppet_or_actor = {
any_character_war = {
OR = {
primary_defender = {
is_spouse_of = scope:recipient
}
primary_attacker = {
is_spouse_of = scope:recipient
}
}
}
}
desc = WONT_FIGHT_SPOUSE_REASON
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:puppet_or_actor
desc = AI_OPINION_REASON
}
modifier = {
add = 50
scope:recipient = {
short_term_gold <= minor_gold_value
}
desc = NEEDS_CASH
}
modifier = {
add = 50
scope:puppet_or_actor = {
any_character_war = {
primary_defender = scope:puppet_or_actor
}
}
desc = DEFENSIVE_WAR_REASON
}
modifier = {
add = 5
desc = speaks_same_language_interaction_reason
scope:puppet_or_actor = {
knows_language_of_culture = scope:recipient.culture
}
}
compare_modifier = {
trigger = {
scope:recipient.faith = scope:puppet_or_actor.faith
scope:puppet_or_actor = {
any_character_war = {
trigger_if = {
limit = {
primary_defender = scope:puppet_or_actor
}
primary_attacker = {
faith = {
faith_hostility_level = {
target = scope:puppet_or_actor.faith
value >= religious_cb_enabled_hostility_level
}
}
}
}
trigger_else_if = {
limit = {
primary_attacker = scope:puppet_or_actor
}
primary_defender = {
faith = {
faith_hostility_level = {
target = scope:puppet_or_actor.faith
value >= religious_cb_enabled_hostility_level
}
}
}
}
trigger_else = {
always = no
}
}
}
}
target = scope:recipient
value = ai_zeal
desc = ZEAL_AGAINST_INFIDELS
min = 0
multiplier = 0.5
}
modifier = {
add = -50
scope:puppet_or_actor = {
any_character_war = {
primary_defender != scope:puppet_or_actor
primary_defender = {
is_allied_to = scope:recipient
}
}
}
desc = ATTACK_ON_ALLY_REASON
}
modifier = {
add = -25
scope:puppet_or_actor = {
any_character_war = {
primary_attacker != scope:puppet_or_actor
primary_attacker = {
is_allied_to = scope:recipient
}
}
}
desc = WAR_WITH_ALLY_REASON
}
modifier = {
add = -50
scope:recipient.faith != scope:puppet_or_actor.faith
scope:puppet_or_actor = {
any_character_war = {
OR = {
using_cb = minor_religious_war
using_cb = religious_war
using_cb = major_religious_war
using_cb = undirected_great_holy_war
using_cb = directed_great_holy_war
OR = {
AND = {
primary_attacker != scope:puppet_or_actor
primary_attacker.faith = scope:recipient.faith
}
AND = {
primary_defender != scope:puppet_or_actor
primary_defender.faith = scope:recipient.faith
}
}
}
}
}
desc = WONT_ATTACK_RELIGIOUS_BRETHREN_REASON
}
modifier = {
add = -50
scope:puppet_or_actor = {
any_character_war = {
OR = {
AND = {
primary_attacker != scope:puppet_or_actor
primary_attacker = {
has_relation_friend = scope:recipient
}
}
AND = {
primary_defender != scope:puppet_or_actor
primary_defender = {
has_relation_friend = scope:recipient
}
}
}
}
}
}
modifier = {
add = -100
scope:puppet_or_actor = {
any_character_war = {
OR = {
AND = {
primary_attacker != scope:puppet_or_actor
primary_attacker = {
has_relation_best_friend = scope:recipient
}
}
AND = {
primary_defender != scope:puppet_or_actor
primary_defender = {
has_relation_best_friend = scope:recipient
}
}
}
}
}
}
modifier = {
add = -100
scope:puppet_or_actor = {
any_character_war = {
OR = {
AND = {
primary_attacker != scope:puppet_or_actor
primary_attacker = {
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
What happens
If they accept
- Every in list:
- Where: Has you as the war's defender
remove_from_list = actor_wars
- Every in list:
- Where: Has you as the war's attacker
remove_from_list = actor_wars
- Every in list:
add_attacker = scope:recipient
- Every in list:
add_defender = scope:recipient
- Cannot join due to … being a secondary attacker or defender in › Every in list: …
- If you do not have Treasury: Pay gold to the target
- Otherwise:
pay_short_term_treasury = { target = scope:recipient treasury = ep3_hire_laamp_mercs_cost_value }
- … will have to pay more Gold based on … Contribution at the end of each War
If
- Holds China
- Dynastic Cycle: The current phase counts “Mercenary Hired Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Mercenary Hired Dynastic Cycle Catalyst”
If
Then
- Your house:
add_unity_value = { … }
- Your house:
If they refuse
- The character you target:
- Event ep3_interactions_events.0111
- Can issue a counter offer
If
Then
- Your house:
add_unity_value = { … }
- Your house:
Options when sending
- Use a Hook
Events it fires: ep3_interactions_events.0111
• 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) (29 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
any_character_war = {
is_war_leader = prev
}
war_chest_gold >= quarter_ai_war_chest_gold_maximum
}
is_shown = has_ep3_dlc_trigger = yes
scope:recipient = {
has_government = landless_adventurer_government
}
scope:puppet_or_actor ?= {
this != scope:recipient
trigger_if = {
limit = {
scope:actor = {
is_ai = yes
}
}
scope:recipient.current_military_strength >= 100
scope:recipient = {
NOT = {
has_character_flag = ai_hire_blocker
}
}
}
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Can be sent when (is_valid…) (65 lines of game script)
scope:recipient = {
is_travelling = no
is_at_war = no
is_imprisoned = no
}
scope:puppet_or_actor = {
custom_tooltip = {
text = MERCENARY_COMPANY_COST_BANKRUPTCY
debt_level <= 1
}
is_at_war = yes
custom_tooltip = {
text = I_MUST_BE_THE_WAR_LEADER
any_character_war = {
is_war_leader = scope:puppet_or_actor
}
}
NOT = {
is_at_war_with = scope:recipient
}
}
scope:puppet_or_actor = {
NOT = {
any_war_ally = {
count >= 3
has_government = landless_adventurer_government
}
}
}
scope:puppet_or_actor = {
OR = {
scope:actor = {
is_ai = no
}
any_character_war = {
count = all
OR = {
AND = {
primary_attacker = scope:puppet_or_actor
defender_war_score <= 95
}
AND = {
primary_defender = scope:puppet_or_actor
attacker_war_score <= 95
}
}
}
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
top_liege != this
}
}
custom_tooltip = {
text = the_wake_1
NOT = {
is_laamp_exiled_from_province_trigger = {
PROVINCE = scope:puppet_or_actor.capital_province
LAAMP = scope:recipient
}
}
}
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Effects (on_send, on_accept, on_decline) (100 lines of game script)
on_accept = scope:puppet_or_actor = {
every_character_war = {
add_to_list = actor_wars
}
}
every_in_list = {
list = actor_wars
limit = {
primary_defender = scope:puppet_or_actor
}
add_to_list = join_as_defender
remove_from_list = actor_wars
}
every_in_list = {
list = actor_wars
limit = {
primary_attacker = scope:puppet_or_actor
}
add_to_list = join_as_attacker
remove_from_list = actor_wars
}
every_in_list = {
list = join_as_attacker
add_attacker = scope:recipient
}
every_in_list = {
list = join_as_defender
add_defender = scope:recipient
}
every_in_list = {
list = actor_wars
custom = hire_laamp_mercenaries_interaction.not_primary_side
every_in_list = {
list = actor_wars
save_temporary_scope_as = war
custom_tooltip = hire_laamp_mercenaries_interaction.war
}
}
scope:puppet_or_actor = {
if = {
limit = {
has_treasury = no
}
pay_short_term_gold = {
target = scope:recipient
gold = ep3_hire_laamp_mercs_cost_value
}
}
else = {
pay_short_term_treasury = {
target = scope:recipient
treasury = ep3_hire_laamp_mercs_cost_value
}
}
add_to_variable_list = {
name = hired_mercenaries
target = scope:recipient
}
custom_tooltip = hire_laamp_mercenaries_interaction.contribution_pay
if = {
limit = {
has_title = title:h_china
situation:dynastic_cycle ?= {
situation_top_has_catalyst = catalyst_hegemon_hired_mercenary
}
}
situation:dynastic_cycle ?= {
trigger_situation_catalyst = {
catalyst = catalyst_hegemon_hired_mercenary
character = scope:puppet_or_actor
}
}
}
}
scope:recipient = {
set_variable = {
name = joined_as_mercenary
value = scope:puppet_or_actor
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = medium_unity_gain
DESC = clan_unity_alliance.desc
REVERSE_NON_HOUSE_TARGET = no
}
debug_log = "Landed ruler hired a LAAMP to join wars"
debug_log_scopes = yes
on_decline = scope:recipient = {
trigger_event = ep3_interactions_events.0111
custom_tooltip = hire_laamp_mercenaries_interaction.negotiation_offer
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_alliance_refusal.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
- Category
- Diplomatic actions
- Again on the same character
- after 3 years
- DLC
- Roads to Power
- In the menu
- under More…
- ID
hire_laamp_mercenaries_interaction
Source: game/common/character_interactions/06_ep3_laamp_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.