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

Indebt Guest

No costThe AI weighs it (the answer is partly random)

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 = no
  • None of these

    • You: Has a Hook on the target
  • root.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
  • Also 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.

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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.

ReasonAmount
Base+50
Your Intrigueyour intrigue × 2
The recipient's Intriguetheir intrigue × -1
The recipient's excess Court Grandeur
when
  • root.current_cgv_above_expected_exact_value >= 1
scope:actor.current_cgv_above_expected_exact_value
A scripted reason
when
+10
A scripted reason
when
+10
A scripted reason
when
+5
A scripted reason
when
+5
A scripted reason
when
-10
A scripted reason
when
-5
A scripted reason
when
-10
A scripted reason
when
-5
A scripted reason
when
-5
A scripted reason
when
+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

    • 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 = { … }

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_value
  • 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 = { … }

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.

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