Interaction · Hostile actions
Indebt Guest
Have your Servants testify to a litany of expenses caused during the recipient's stay, then offer them a way out...
What you need
You
To send it
is_commanding_army = noNone of these
- You: Has a Hook on the target
root.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_valueAlso needed: not imprisoned
To see it in the menu
- If played by the AI › You:
- Have a Royal Court
amenity_level = { target = court_servants value >= max_amenity_level }
- You:
- Have a Royal Court
amenity_level = { target = court_servants value >= max_amenity_level }
The character you target
is_pool_guest_of = scope:actor
Indebt Guest is a hostile character interaction in Crusader Kings III. You need: Is not imprisoned. The AI weighs it (the answer is partly random). Patch 1.20.1.2, from game/common/character_interactions/02_ep1_interactions.txt.
Quick answers (2)
- What are the requirements for Indebt Guest in CK3?
- You: Is not imprisoned. (patch 1.20.1.2)
- How do I get the AI to accept Indebt Guest?
- The AI weighs it (the answer is partly random). Its reasons: Your Intrigue, The recipient's Intrigue and The recipient's excess Court Grandeur.
Will they accept?
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 | +50 |
| Your Intrigue | your intrigue × 2 |
| The recipient's Intrigue | their intrigue × -1 |
The recipient's excess Court Grandeurwhen
| scope:actor.current_cgv_above_expected_exact_value |
| A scripted reason | +10 |
| A scripted reason | +10 |
| A scripted reason | +5 |
| A scripted reason | +5 |
| A scripted reason | -10 |
| A scripted reason | -5 |
| A scripted reason | -10 |
| A scripted reason | -5 |
| A scripted reason | -5 |
| A scripted reason | +10 |
Acceptance (ai_accept) (80 lines of game script)
base = 50
modifier = {
add = {
value = scope:actor.intrigue
multiply = 2
}
desc = INDEBT_GUEST_INTRIGUE_ACTOR
}
modifier = {
add = {
value = scope:recipient.intrigue
multiply = -1
}
desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
}
modifier = {
add = scope:actor.current_cgv_above_expected_exact_value
desc = INDEBT_GUEST_CURRENT_CGV_ABOVE_EXPECTED
scope:actor.current_cgv_above_expected_exact_value >= 1
}
modifier = {
add = 10
scope:actor = {
has_trait = schemer
}
}
modifier = {
add = 10
scope:actor = {
has_trait = education_intrigue
}
}
modifier = {
add = 5
scope:actor = {
has_trait = deceitful
}
}
modifier = {
add = 5
scope:actor = {
has_trait = vengeful
}
}
modifier = {
add = -10
scope:actor = {
has_trait = honest
}
}
modifier = {
add = -5
scope:actor = {
has_trait = forgiving
}
}
modifier = {
add = -10
scope:recipient = {
has_trait = schemer
}
}
modifier = {
add = -5
scope:recipient = {
has_trait = education_intrigue
}
}
modifier = {
add = -5
scope:recipient = {
has_trait = deceitful
}
}
modifier = {
add = 10
scope:recipient = {
has_trait = honest
}
}As written in game/common/character_interactions/02_ep1_interactions.txt.
What happens
If they accept
- Gain a Threatened on the target
- The target gains the opinion “Blackmailed Me” of them
change_current_court_grandeur = miniscule_court_grandeur_loss- Event ep1_character_interaction.0001
- You will get a chance to direct … to go somewhere
If
Then
- Your house:
add_unity_value = { … }
- Your house:
If they refuse
- The character you target › Their host:
remove_courtier_or_guest = scope:mover
change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_valueIf
Then
- Your house:
add_unity_value = { … }
- Your house:
Events it fires: ep1_character_interaction.0001
• 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) (15 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
indebt_guest_interaction_basic_checks_trigger = {
ACTOR = this
}
}
is_shown = scope:actor != scope:recipient
indebt_guest_interaction_basic_checks_trigger = {
ACTOR = scope:actor
}
scope:recipient = {
is_pool_guest_of = scope:actor
}As written in game/common/character_interactions/02_ep1_interactions.txt.
Can be sent when (is_valid…) (20 lines of game script)
scope:actor = {
is_imprisoned = no
}
scope:actor = {
is_commanding_army = no
}
NOT = {
scope:actor = {
has_hook = scope:recipient
}
}
scope:actor.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
scope:actor = {
custom_description = {
text = character_interactions_hostile_actions_disabled_delay
NOT = {
has_character_flag = flag_hostile_actions_disabled_delay
}
}
}As written in game/common/character_interactions/02_ep1_interactions.txt.
Effects (on_send, on_accept, on_decline) (38 lines of game script)
on_send = scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
on_accept = scope:actor = {
show_as_tooltip = {
indebt_guest_interaction_accepted_effect = yes
}
trigger_event = ep1_character_interaction.0001
custom_tooltip = indebt_guest_interaction.tt.direct_indebted_guest
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_indebt_guest.desc
REVERSE_NON_HOUSE_TARGET = no
}
on_decline = scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = indebt_guest_interaction.tt.failure
left_icon = scope:recipient
scope:recipient = {
select_and_move_to_pool_effect = yes
}
change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_value
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_indebt_guest_failure.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/02_ep1_interactions.txt.
- Category
- Hostile actions
- Cooldown
- 5 years
- In the menu
- main list
- ID
indebt_guest_interaction
Source: game/common/character_interactions/02_ep1_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.