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

Ingratiate Family (Scheme)

No costAccepted automatically

Attempt to win the favor of House …

What you need

You

To send it

  • can_start_scheme = { type = ingratiate_family target_character = scope:recipient }

To see it in the menu

  • Any held title: The … is a Noble Family Title
  • If played by the AI:
    • None of these

      • Any scheme:
        • is_scheme_category = political
  • house.house_head ?= this
  • Is available (not imprisoned, not incapable)
  • can_start_scheme = { type = ingratiate_family target_character = scope:recipient }

The character you target

  • Is available (not imprisoned, not incapable)
  • Any held title: The … is a Noble Family Title
  • house.house_head ?= this
  • house != scope:actor.house
  • top_liege ?= scope:actor.top_liege

Ingratiate Family (Scheme) is a friendly character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_scheme_interactions.txt.

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Quick answers (1)
Will the AI accept Ingratiate Family (Scheme)?
Yes: it is accepted automatically.

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

Effects

  • Start the Ingratiate Family scheme against the target
  • The character you target › If played by the AI: Opinion: Ingratiating Family
  • Stress and fulfillment impact: by trait: Arrogant +20, Shy +20
  • If

    • root.highest_held_title_tier >= tier_empire

    Then

    Else if

    • Your house:
      • is_dominant_family = yes

    Then

    Else if

    • Your house:
      • is_powerful_family = yes

    Then

    Otherwise

    • If

      • scope:recipient.highest_held_title_tier >= tier_empire

      Then

      Else if

      • The target’s house:
        • is_dominant_family = yes

      Then

      Else if

      • The target’s house:
        • is_powerful_family = yes

      Then

  • If successful: House … gains Ingratiated Family for 10 years · You may grow closer to forming a friendship with …
  • The character you target: If successful: … gains 60 Influence · Will gain additional Opinion of …

• 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) (38 lines of game script)
is_available = any_held_title = {
	is_noble_family_title = yes
}
trigger_if = {
	limit = {
		is_ai = yes
	}
	NOT = {
		any_scheme = {
			is_scheme_category = political
		}
	}
}
house.house_head ?= this
is_available_quick = {
	alive = yes
	imprisoned = no
	incapable = no
}
is_shown = scope:actor = {
	can_start_scheme = {
		type = ingratiate_family
		target_character = scope:recipient
	}
}
scope:recipient = {
	is_available_quick = {
		alive = yes
		imprisoned = no
		incapable = no
	}
	any_held_title = {
		is_noble_family_title = yes
	}
	house.house_head ?= this
	house != scope:actor.house
	top_liege ?= scope:actor.top_liege
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Can be sent when (is_valid…) (6 lines of game script)
scope:actor = {
	can_start_scheme = {
		type = ingratiate_family
		target_character = scope:recipient
	}
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Effects (on_send, on_accept, on_decline) (202 lines of game script)
on_accept = scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = start_ingratiate_family_notification
		left_icon = scope:recipient
		begin_scheme_basic_effect = {
			SCHEME_TYPE = ingratiate_family
			TARGET_TYPE = target_character
			TARGET_SCOPE = scope:recipient
		}
		scope:recipient = {
			if = {
				limit = {
					is_ai = yes
				}
				add_opinion = {
					modifier = ingratiating_family_opinion
					target = scope:actor
				}
			}
		}
		show_as_tooltip = {
			stress_and_fulfillment_impact = {
				arrogant = minor_stress_impact_gain
				shy = minor_stress_impact_gain
			}
		}
	}
	if = {
		limit = {
			scope:actor.highest_held_title_tier >= tier_empire
		}
		custom_tooltip = {
			text = admin_emperor_scheme_modifier_tt
			random_scheme = {
				type = ingratiate_family
				limit = {
					scheme_target_character = scope:recipient
				}
				add_scheme_modifier = {
					type = admin_emperor_scheme_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			scope:actor.house ?= {
				is_dominant_family = yes
			}
		}
		custom_tooltip = {
			text = admin_dominant_family_scheme_modifier_tt
			random_scheme = {
				type = ingratiate_family
				limit = {
					scheme_target_character = scope:recipient
				}
				add_scheme_modifier = {
					type = admin_dominant_family_scheme_modifier
				}
			}
		}
		if = {
			limit = {
				scope:recipient.highest_held_title_tier >= tier_empire
			}
			custom_tooltip = {
				text = admin_target_emperor_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_emperor_scheme_modifier
					}
				}
			}
		}
	}
	else_if = {
		limit = {
			scope:actor.house ?= {
				is_powerful_family = yes
			}
		}
		custom_tooltip = {
			text = admin_powerful_family_scheme_modifier_tt
			random_scheme = {
				type = ingratiate_family
				limit = {
					scheme_target_character = scope:recipient
				}
				add_scheme_modifier = {
					type = admin_powerful_family_scheme_modifier
				}
			}
		}
		if = {
			limit = {
				scope:recipient.highest_held_title_tier >= tier_empire
			}
			custom_tooltip = {
				text = admin_target_emperor_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_emperor_scheme_modifier
					}
				}
			}
		}
		else_if = {
			limit = {
				scope:recipient.house ?= {
					is_dominant_family = yes
				}
			}
			custom_tooltip = {
				text = admin_target_dominant_family_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_dominant_family_scheme_modifier
					}
				}
			}
		}
	}
	else = {
		if = {
			limit = {
				scope:recipient.highest_held_title_tier >= tier_empire
			}
			custom_tooltip = {
				text = admin_target_emperor_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_emperor_scheme_modifier
					}
				}
			}
		}
		else_if = {
			limit = {
				scope:recipient.house ?= {
					is_dominant_family = yes
				}
			}
			custom_tooltip = {
				text = admin_target_dominant_family_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_dominant_family_scheme_modifier
					}
				}
			}
		}
		else_if = {
			limit = {
				scope:recipient.house ?= {
					is_powerful_family = yes
				}
			}
			custom_tooltip = {
				text = admin_target_powerful_family_scheme_modifier_tt
				random_scheme = {
					type = ingratiate_family
					limit = {
						scheme_target_character = scope:recipient
					}
					add_scheme_modifier = {
						type = admin_target_powerful_family_scheme_modifier
					}
				}
			}
		}
	}
	custom_tooltip = ingratiate_family_success_actor_tt
	stress_and_fulfillment_impact = {
		arrogant = minor_stress_impact_gain
		shy = minor_stress_impact_gain
	}
}
scope:recipient = {
	custom_tooltip = ingratiate_family_success_recipient_tt
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Category
Friendly actions
Starts the scheme
Ingratiate Family
In the menu
under More…
ID
start_ingratiate_family_interaction

Source: game/common/character_interactions/06_ep3_scheme_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. “…” marks words the game fills in at play time (a name, a title).

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