Interaction · Friendly actions
Influence Ward's Personality
Pass a Personality Trait on to your Ward
What you need
You
To send it
- Is an Adult
- Number of personality traits at least 1
To see it in the menu
- If played by the AI: Any relation:
The character you target
To send it
- Is at least 4 years old
To see it in the menu
- Is played by the AI
- Is a child
One of these
- You: Has the target as ward
or
is_hostage_of = scope:actor
Influence Ward's Personality is a friendly character interaction in Crusader Kings III. You need: Is an Adult and Number of personality traits at least 1. The character you target needs: Is at least 4 years old. The AI weighs it (the answer is partly random). Reasons the AI weighs include You have Groomed to Rule (+20), Wet Nurse (+10), Selected Trait is Virtuous in … (+10) and 4 more. It needs Wards and Wardens. Patch 1.20.1.2, from game/common/character_interactions/05_bp2_interactions.txt.
Quick answers (2)
- What are the requirements for Influence Ward's Personality in CK3?
- You: Is an Adult and Number of personality traits at least 1. The character you target: Is at least 4 years old. (patch 1.20.1.2)
- How do I get the AI to accept Influence Ward's Personality?
- The AI weighs it (the answer is partly random). Its reasons: … Opinion of …, You have Groomed to Rule +20, We have Traits in common, We have opposite Traits, Has Learning Skill, Has Diplomacy Skill, Wet Nurse +10, Selected Trait is Virtuous in … +10, The recipient has compatible Childhood Trait +15, The recipient has incompatible Childhood Trait -15, Selected Trait is Sinful in … -10, Intimidated by you, Terrified of you and The recipient already has 3 Personality Traits -50.
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 | 0 |
| … Opinion of … | varies |
You have Groomed to Rulewhen
| +20 |
We have Traits in commonwhen
| varies |
We have opposite Traitswhen
| varies |
| Has Learning Skill | your learning × 0.5 |
| Has Diplomacy Skill | your diplomacy × 0.5 |
| Wet Nurse | +10 |
| Selected Trait is Virtuous in … | +10 |
| The recipient has compatible Childhood Trait | +15 |
| The recipient has incompatible Childhood Trait | -15 |
| Selected Trait is Sinful in … | -10 |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
The recipient already has 3 Personality Traitswhen
| -50 |
Acceptance (ai_accept) (270 lines of game script)
base = 0
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
desc = AI_OPINION_REASON
}
modifier = {
desc = influence_children_groomed_to_rule_perk_tt
trigger = {
scope:actor = {
has_perk = groomed_to_rule_perk
}
}
add = groomed_to_rule_value
}
modifier = {
add = {
value = 5
if = {
limit = {
number_of_personality_traits_in_common = {
target = scope:recipient
value = 2
}
}
multiply = 2
}
else_if = {
limit = {
number_of_personality_traits_in_common = {
target = scope:recipient
value = 3
}
}
multiply = 3
}
}
number_of_personality_traits_in_common = {
target = scope:recipient
value >= 1
}
desc = we_are_alike_tt
}
modifier = {
add = {
value = -5
if = {
limit = {
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value = 2
}
}
}
multiply = 2
}
else_if = {
limit = {
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value = 3
}
}
}
multiply = 3
}
}
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value >= 1
}
}
desc = we_are_NOT_alike_tt
}
modifier = {
add = {
value = scope:actor.learning
multiply = 0.5
}
desc = HAS_LEARNING_SKILL_REASON
}
modifier = {
add = {
value = scope:actor.diplomacy
multiply = 0.5
}
desc = HAS_DIPLOMACY_SKILL_REASON
}
modifier = {
exists = scope:actor.court_position:wet_nurse_court_position
add = 10
desc = HAS_WET_NURSE_REASON
}
modifier = {
add = 10
switch = {
trigger = yes
scope:sadistic = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:sadistic
}
}
scope:lustful = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:lustful
}
}
scope:chaste = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:chaste
}
}
scope:gluttonous = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:gluttonous
}
}
scope:temperate = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:temperate
}
}
scope:greedy = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:greedy
}
}
scope:generous = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:generous
}
}
scope:lazy = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:lazy
}
}
scope:diligent = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:diligent
}
}
scope:wrathful = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:wrathful
}
}
scope:calm = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:calm
}
}
scope:patient = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:patient
}
}
scope:impatient = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:impatient
}
}
scope:arrogant = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:arrogant
}
}
scope:humble = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:humble
}
}
scope:deceitful = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:deceitful
}
}
scope:honest = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:honest
}
}
scope:craven = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:craven
}
}
scope:brave = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:brave
}
}
scope:shy = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:shy
}
}
scope:gregarious = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:gregarious
}
}
scope:ambitious = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:ambitious
}
}
scope:content = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:content
}
}
scope:arbitrary = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:arbitrary
}
}
scope:just = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:just
}
}
scope:cynical = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:cynical
}
}
scope:zealous = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:zealous
}
}
scope:paranoid = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:paranoid
}
}
scope:trusting = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:trusting
}
}
scope:compassionate = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:compassionate
}
}
scope:callous = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:callous
}
}
scope:stubborn = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:stubborn
}
}
scope:fickle = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:fickle
}
}
scope:eccentric = {
scope:recipient.rite = {
trait_is_virtue_rite = trait:eccen
# … (cut here; the rest is in the file)As written in game/common/character_interactions/05_bp2_interactions.txt.
What happens
If they accept
- Event bp2_character_interaction.1001
- Gain -75 Prestige
- Gains 20 Stress
- Opinion: Pleased (+20)
- The character you target:
- Opinion: Admiration (+20)
If they refuse
- Event bp2_character_interaction.1002
- Gain -75 Prestige
- Gains 40 Stress
- Opinion: Disappointed (-20)
- The character you target: Opinion: Confused (-20)
Options when sending
- Lustful
- Chaste
- Gluttonous
- Temperate
- Greedy
- Generous
- Lazy
- Diligent
- Wrathful
- Calm
- Patient
- Impatient
- Arrogant
- Humble
- Deceitful
- Honest
- Craven
- Brave
- Shy
- Gregarious
- Ambitious
- Content
- Arbitrary
- Just
- Cynical
- Zealous
- Paranoid
- Trusting
- Compassionate
- Callous
- Sadistic
- Stubborn
- Fickle
- Eccentric
- Vengeful
- Forgiving
Events it fires: bp2_character_interaction.1001, bp2_character_interaction.1002
• 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 = trigger_if = {
limit = {
is_ai = yes
}
any_relation = {
type = ward
}
}
is_shown = has_bp2_dlc_trigger = yes
scope:recipient = {
is_ai = yes
is_adult = no
OR = {
scope:actor = {
has_relation_ward = scope:recipient
}
is_hostage_of = scope:actor
}
}As written in game/common/character_interactions/05_bp2_interactions.txt.
Can be sent when (is_valid…) (270 lines of game script)
scope:recipient = {
age >= 4
custom_description = {
text = influence_child_personality_interaction_trait_limit
number_of_personality_traits < 4
}
custom_description = {
text = influence_child_personality_interaction_all_same_traits
switch = {
trigger = yes
scope:lustful = {
scope:recipient = {
NOT = {
has_trait = lustful
}
}
}
scope:chaste = {
scope:recipient = {
NOT = {
has_trait = chaste
}
}
}
scope:gluttonous = {
scope:recipient = {
NOT = {
has_trait = gluttonous
}
}
}
scope:temperate = {
scope:recipient = {
NOT = {
has_trait = temperate
}
}
}
scope:greedy = {
scope:recipient = {
NOT = {
has_trait = greedy
}
}
}
scope:generous = {
scope:recipient = {
NOT = {
has_trait = generous
}
}
}
scope:lazy = {
scope:recipient = {
NOT = {
has_trait = lazy
}
}
}
scope:diligent = {
scope:recipient = {
NOT = {
has_trait = diligent
}
}
}
scope:wrathful = {
scope:recipient = {
NOT = {
has_trait = wrathful
}
}
}
scope:calm = {
scope:recipient = {
NOT = {
has_trait = calm
}
}
}
scope:patient = {
scope:recipient = {
NOT = {
has_trait = patient
}
}
}
scope:impatient = {
scope:recipient = {
NOT = {
has_trait = impatient
}
}
}
scope:arrogant = {
scope:recipient = {
NOT = {
has_trait = arrogant
}
}
}
scope:humble = {
scope:recipient = {
NOT = {
has_trait = humble
}
}
}
scope:deceitful = {
scope:recipient = {
NOT = {
has_trait = deceitful
}
}
}
scope:honest = {
scope:recipient = {
NOT = {
has_trait = honest
}
}
}
scope:craven = {
scope:recipient = {
NOT = {
has_trait = craven
}
}
}
scope:brave = {
scope:recipient = {
NOT = {
has_trait = brave
}
}
}
scope:shy = {
scope:recipient = {
NOT = {
has_trait = shy
}
}
}
scope:gregarious = {
scope:recipient = {
NOT = {
has_trait = gregarious
}
}
}
scope:ambitious = {
scope:recipient = {
NOT = {
has_trait = ambitious
}
}
}
scope:content = {
scope:recipient = {
NOT = {
has_trait = content
}
}
}
scope:arbitrary = {
scope:recipient = {
NOT = {
has_trait = arbitrary
}
}
}
scope:just = {
scope:recipient = {
NOT = {
has_trait = just
}
}
}
scope:cynical = {
scope:recipient = {
NOT = {
has_trait = cynical
}
}
}
scope:zealous = {
scope:recipient = {
NOT = {
has_trait = zealous
}
}
}
scope:paranoid = {
scope:recipient = {
NOT = {
has_trait = paranoid
}
}
}
scope:trusting = {
scope:recipient = {
NOT = {
has_trait = trusting
}
}
}
scope:compassionate = {
scope:recipient = {
NOT = {
has_trait = compassionate
}
}
}
scope:callous = {
scope:recipient = {
NOT = {
has_trait = callous
}
}
}
scope:sadistic = {
scope:recipient = {
NOT = {
has_trait = sadistic
}
}
}
scope:stubborn = {
scope:recipient = {
NOT = {
has_trait = stubborn
}
}
}
scope:fickle = {
scope:recipient = {
NOT = {
has_trait = fickle
}
}
}
scope:eccentric = {
scope:recipient = {
NOT = {
has_trait = eccentric
}
}
}
scope:vengeful = {
scope:recipient = {
NOT = {
has_trait = vengeful
}
}
}
scope:forgiving = {
scope:recipient = {
NOT = {
has_trait = forgiving
}
}
}
}
}
}
scope:actor = {
is_adult = yes
number_of_personality_traits >= 1
}
As written in game/common/character_interactions/05_bp2_interactions.txt.
Effects (on_send, on_accept, on_decline) (303 lines of game script)
on_send = switch = {
trigger = yes
scope:lustful = {
trait:lustful = {
save_scope_as = target_trait
}
}
scope:chaste = {
trait:chaste = {
save_scope_as = target_trait
}
}
scope:gluttonous = {
trait:gluttonous = {
save_scope_as = target_trait
}
}
scope:temperate = {
trait:temperate = {
save_scope_as = target_trait
}
}
scope:greedy = {
trait:greedy = {
save_scope_as = target_trait
}
}
scope:generous = {
trait:generous = {
save_scope_as = target_trait
}
}
scope:lazy = {
trait:lazy = {
save_scope_as = target_trait
}
}
scope:diligent = {
trait:diligent = {
save_scope_as = target_trait
}
}
scope:wrathful = {
trait:wrathful = {
save_scope_as = target_trait
}
}
scope:calm = {
trait:calm = {
save_scope_as = target_trait
}
}
scope:patient = {
trait:patient = {
save_scope_as = target_trait
}
}
scope:impatient = {
trait:impatient = {
save_scope_as = target_trait
}
}
scope:arrogant = {
trait:arrogant = {
save_scope_as = target_trait
}
}
scope:humble = {
trait:humble = {
save_scope_as = target_trait
}
}
scope:deceitful = {
trait:deceitful = {
save_scope_as = target_trait
}
}
scope:honest = {
trait:honest = {
save_scope_as = target_trait
}
}
scope:craven = {
trait:craven = {
save_scope_as = target_trait
}
}
scope:brave = {
trait:brave = {
save_scope_as = target_trait
}
}
scope:shy = {
trait:shy = {
save_scope_as = target_trait
}
}
scope:gregarious = {
trait:gregarious = {
save_scope_as = target_trait
}
}
scope:ambitious = {
trait:ambitious = {
save_scope_as = target_trait
}
}
scope:content = {
trait:content = {
save_scope_as = target_trait
}
}
scope:arbitrary = {
trait:arbitrary = {
save_scope_as = target_trait
}
}
scope:just = {
trait:just = {
save_scope_as = target_trait
}
}
scope:cynical = {
trait:cynical = {
save_scope_as = target_trait
}
}
scope:zealous = {
trait:zealous = {
save_scope_as = target_trait
}
}
scope:paranoid = {
trait:paranoid = {
save_scope_as = target_trait
}
}
scope:trusting = {
trait:trusting = {
save_scope_as = target_trait
}
}
scope:compassionate = {
trait:compassionate = {
save_scope_as = target_trait
}
}
scope:callous = {
trait:callous = {
save_scope_as = target_trait
}
}
scope:sadistic = {
trait:sadistic = {
save_scope_as = target_trait
}
}
scope:stubborn = {
trait:stubborn = {
save_scope_as = target_trait
}
}
scope:fickle = {
trait:fickle = {
save_scope_as = target_trait
}
}
scope:eccentric = {
trait:eccentric = {
save_scope_as = target_trait
}
}
scope:vengeful = {
trait:vengeful = {
save_scope_as = target_trait
}
}
scope:forgiving = {
trait:forgiving = {
save_scope_as = target_trait
}
}
fallback = {
scope:actor = {
random_character_trait = {
limit = {
has_trait_category = personality
}
save_scope_as = target_trait
}
}
}
}
on_accept = scope:actor = {
trigger_event = bp2_character_interaction.1001
show_as_tooltip = {
add_prestige = minor_prestige_loss
add_stress = minor_stress_gain
add_opinion = {
target = scope:recipient
modifier = pleased_opinion
opinion = 20
}
}
}
scope:recipient = {
show_as_tooltip = {
switch = {
trigger = yes
scope:lustful = {
trait:lustful = {
save_scope_as = target_trait
}
}
scope:chaste = {
trait:chaste = {
save_scope_as = target_trait
}
}
scope:gluttonous = {
trait:gluttonous = {
save_scope_as = target_trait
}
}
scope:temperate = {
trait:temperate = {
save_scope_as = target_trait
}
}
scope:greedy = {
trait:greedy = {
save_scope_as = target_trait
}
}
scope:generous = {
trait:generous = {
save_scope_as = target_trait
}
}
scope:lazy = {
trait:lazy = {
save_scope_as = target_trait
}
}
scope:diligent = {
trait:diligent = {
save_scope_as = target_trait
}
}
scope:wrathful = {
trait:wrathful = {
save_scope_as = target_trait
}
}
scope:calm = {
trait:calm = {
save_scope_as = target_trait
}
}
scope:patient = {
trait:patient = {
save_scope_as = target_trait
}
}
scope:impatient = {
trait:impatient = {
save_scope_as = target_trait
}
}
scope:arrogant = {
trait:arrogant = {
save_scope_as = target_trait
}
}
scope:humble = {
trait:humble = {
save_scope_as = target_trait
}
}
scope:deceitful = {
trait:deceitful = {
save_scope_as = target_trait
}
}
scope:honest = {
trait:honest = {
save_scope_as = target_trait
}
}
scope:craven = {
trait:craven = {
save_scope_as = target_trait
}
}
scope:brave = {
trait:brave = {
save_scope_as = target_trait
}
}
scope:shy = {
trait:shy = {
# … (cut here; the rest is in the file)As written in game/common/character_interactions/05_bp2_interactions.txt.
- Category
- Friendly actions
- Again on the same character
- after 3 years
- DLC
- Wards and Wardens
- In the menu
- main list
- ID
influence_child_personality_interaction
Source: game/common/character_interactions/05_bp2_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.