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

Inspire Conversion

No costThe AI weighs it

Inspire the recipient to convert to the … Rite

What you need

You

To send it

To see it in the menu

  • If played by the AI:
    • Highest held Title is at least Duchy Rank
    • Your Government is Nomadic
    • None of these

      • Any owned story:
        • One of these

          • story_type = story_mongol_invasion
          • or

            story_type = story_greatest_of_khans
      • One of these

  • Your domicile:
    • domicile_uses_culture_and_faith = yes

The character you target

To send it

  • Is not imprisoned by you
  • Does not have a Strong Hook on you
  • Is not at war with you

To see it in the menu

  • One of these

    • If

      • Their domicile:
        • domicile_uses_culture_and_faith = yes

      Then

      • Your domicile:
        • domicile_rite != scope:recipient.domicile.domicile_rite
    • or

      Your domicile:
      • domicile_rite != scope:recipient.rite
    • or

      You: Your faith is the same as that of recipient
  • One of these

    • Is a tributary of you or of your suzerains
    • or

      Is a vassal (or below) of you

Inspire Conversion is a religious character interaction in Crusader Kings III. The character you target needs: Is not imprisoned by you, Does not have a Strong Hook on you and Is not at war with you. The AI weighs it. Reasons the AI weighs include They is Obedient to you (+1,000), The recipient is Zealous (-100), Your Faith is Unreformed (-50) and 8 more. Patch 1.20.1.2, from game/common/character_interactions/09_mpo_interactions.txt.

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Quick answers (2)
What are the requirements for Inspire Conversion in CK3?
The character you target: Is not imprisoned by you, Does not have a Strong Hook on you and Is not at war with you. (patch 1.20.1.2)
How do I get the AI to accept Inspire Conversion?
The AI weighs it. Its reasons: They is Obedient to you +1,000, The recipient is Zealous -100, Your Faith is Unreformed -50, Your Zealous Proselytizer Perk +50, Your Dominance +20, Your Dominance +50, Your Dominance +100, … Opinion of …, Spending Herd +60, Spending Piety +60, Hook used +1,000 and The recipient is a Herder +100.

Will they accept?

The AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base-50
They is Obedient to you
when
  • The character you target: Is obedient to you
+1,000
The recipient is Zealous
when
-100
Your Faith is Unreformed
when
-50
Your Zealous Proselytizer Perk
when
+50
Your Dominance
when
+20
Your Dominance
when
+50
Your Dominance
when
+100
… Opinion of …varies
Spending Herd
when
  • The option “herd send option” is chosen
+60
Spending Piety
when
  • The option “piety send option” is chosen
+60
Hook used
when
+1,000
The recipient is a Herder
when
  • The character you target: Government is unplayable
+100
Acceptance (ai_accept) (90 lines of game script)
base = -50
modifier = {
	add = 1000
	scope:recipient = {
		is_obedient_to = scope:puppet_or_actor
	}
	desc = MIGRATION_INTERACTION_OBEDIENT_ACCEPTANCE
}
modifier = {
	desc = ASK_FOR_CONVERSION_RECIPIENT_IS_ZEALOUS
	add = -100
	scope:recipient = {
		has_trait = zealous
	}
}
modifier = {
	desc = INSPIRE_UNREFORMED_FAITH
	add = -50
	scope:puppet_or_actor.faith = {
		has_doctrine_parameter = unreformed
	}
}
modifier = {
	add = 50
	desc = ZEALOUS_PROSELYTIZER_REASON
	trigger = {
		scope:puppet_or_actor = {
			has_perk = zealous_proselytizer_perk
		}
	}
}
modifier = {
	add = 20
	desc = NOMADIC_AUTHORITY_POSITIVE_REASON
	trigger = {
		scope:puppet_or_actor = {
			has_realm_law = nomadic_authority_3
		}
	}
}
modifier = {
	add = 50
	desc = NOMADIC_AUTHORITY_POSITIVE_REASON
	trigger = {
		scope:puppet_or_actor = {
			has_realm_law = nomadic_authority_4
		}
	}
}
modifier = {
	add = 100
	desc = NOMADIC_AUTHORITY_POSITIVE_REASON
	trigger = {
		scope:puppet_or_actor = {
			has_realm_law = nomadic_authority_5
		}
	}
}
opinion_modifier = {
	opinion_target = scope:puppet_or_actor
	who = scope:recipient
	multiplier = 1
	desc = AI_OPINION_REASON
}
modifier = {
	add = 60
	scope:herd_send_option = yes
	desc = HERD_INTERACTION_ACCEPTANCE_SEND_OPTION
}
modifier = {
	add = 60
	scope:piety_send_option = yes
	desc = PIETY_INTERACTION_ACCEPTANCE_SEND_OPTION
}
modifier = {
	trigger = {
		scope:hook ?= yes
	}
	add = 1000
	desc = LEGEND_HOOK_USED
}
modifier = {
	add = 100
	desc = CONFEDERATION_HERDER_REASON
	trigger = {
		scope:recipient = {
			government_has_flag = government_is_herder
		}
	}
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

What happens

If they accept

  • The character you target:
    • If

      • Their domicile:
        • domicile_uses_culture_and_faith = yes

      Then

      Otherwise

    • If

      • rite != scope:puppet_or_actor.rite

      Then

      • set_character_rite = scope:puppet_or_actor.rite
    • If

      Then

      • The character you target: Opinion: Sworn Obedience

      Otherwise

      • Opinion: Respect (+10)
  • If

    • The option “piety send option” is chosen

    Then

    • You: Gain … Piety
    • The character you target: Gain … Piety
  • If

    • The option “herd send option” is chosen

    Then

    • You:
      • pay_herd = { target = scope:recipient value = domicile.minor_herd_value }
  • If

    Then

    • You: Use a Hook on the target

Options when sending

  • Use a Hook
  • Gift with Herd
  • Impress with Piety

• 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) (45 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	highest_held_title_tier >= tier_duchy
	government_has_flag = government_is_nomadic
	NOR = {
		any_owned_story = {
			OR = {
				story_type = story_mongol_invasion
				story_type = story_greatest_of_khans
			}
		}
		mpo_has_gok_mongol_empire_trigger = yes
	}
}
is_shown = scope:puppet_or_actor ?= {
	domicile ?= {
		domicile_uses_culture_and_faith = yes
	}
}
scope:recipient = {
	OR = {
		trigger_if = {
			limit = {
				domicile ?= {
					domicile_uses_culture_and_faith = yes
				}
			}
			scope:puppet_or_actor.domicile ?= {
				domicile_rite != scope:recipient.domicile.domicile_rite
			}
		}
		scope:puppet_or_actor.domicile ?= {
			domicile_rite != scope:recipient.rite
		}
		scope:puppet_or_actor ?= {
			faith != scope:recipient.faith
		}
	}
	OR = {
		is_tributary_of_suzerain_or_above = scope:puppet_or_actor
		is_vassal_or_below_of = scope:puppet_or_actor
	}
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Can be sent when (is_valid…) (52 lines of game script)
scope:recipient = {
	NOR = {
		is_imprisoned_by = scope:puppet_or_actor
		has_strong_hook = scope:puppet_or_actor
		is_at_war_with = scope:puppet_or_actor
	}
}
custom_description = {
	text = is_head_of_religion
	subject = scope:recipient
	NOT = {
		scope:recipient.faith.religious_head = scope:recipient
	}
}
custom_description = {
	text = is_protected_via_contract
	subject = scope:recipient
	NAND = {
		exists = scope:recipient.liege
		scope:recipient.liege = scope:puppet_or_actor
		scope:recipient = {
			is_ruler = yes
			vassal_contract_has_flag = religiously_protected
		}
	}
}
custom_tooltip = {
	text = you_are_not_of_your_domicile_faith_tt
	scope:recipient = {
		OR = {
			trigger_if = {
				limit = {
					domicile ?= {
						domicile_uses_culture_and_faith = yes
					}
				}
				domicile.domicile_rite != scope:puppet_or_actor.domicile.domicile_rite
			}
			rite != scope:puppet_or_actor.rite
		}
	}
}
NOT = {
	custom_tooltip = {
		text = not_a_nomad_or_herder_tt
		scope:recipient = {
			NOT = {
				government_has_flag = government_is_in_steppe
			}
		}
	}
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Effects (on_send, on_accept, on_decline) (156 lines of game script)
on_accept = scope:puppet_or_actor = {
	send_interface_toast = {
		type = event_toast_effect_good
		title = inspire_conversion_accepted_tt
		left_icon = scope:recipient
		scope:recipient = {
			if = {
				limit = {
					domicile ?= {
						domicile_uses_culture_and_faith = yes
					}
				}
				custom_tooltip = {
					text = family_and_lands_inspire_domicile_tt
					every_held_title = {
						limit = {
							tier = tier_county
							is_landless_type_title = no
							culture = scope:recipient.domicile.domicile_culture
							rite != scope:puppet_or_actor.rite
						}
						add_to_list = counties_to_convert
					}
					every_close_or_extended_family_member = {
						limit = {
							is_courtier_of = scope:recipient
							rite != scope:puppet_or_actor.rite
							NOT = {
								has_character_flag = ai_will_not_convert
							}
						}
						add_to_list = spouses_and_family_to_convert
					}
					domicile = {
						if = {
							limit = {
								domicile_rite != scope:puppet_or_actor.domicile.domicile_rite
							}
							set_domicile_rite = scope:puppet_or_actor.domicile.domicile_rite
						}
					}
				}
			}
			else = {
				custom_tooltip = {
					text = family_and_lands_inspire_tt
					every_held_title = {
						limit = {
							tier = tier_county
							is_landless_type_title = no
							culture = scope:recipient.culture
							rite != scope:puppet_or_actor.rite
						}
						add_to_list = counties_to_convert
					}
					every_close_or_extended_family_member = {
						limit = {
							is_courtier_of = scope:recipient
							rite != scope:puppet_or_actor.rite
							NOT = {
								has_character_flag = ai_will_not_convert
							}
						}
						add_to_list = spouses_and_family_to_convert
					}
				}
			}
			if = {
				limit = {
					rite != scope:puppet_or_actor.rite
				}
				set_character_rite = scope:puppet_or_actor.rite
			}
			hidden_effect = {
				every_in_list = {
					list = counties_to_convert
					set_county_rite = scope:puppet_or_actor.rite
				}
				every_in_list = {
					list = spouses_and_family_to_convert
					set_character_rite = scope:puppet_or_actor.rite
				}
			}
			if = {
				limit = {
					scope:puppet_or_actor = {
						government_has_flag = government_is_nomadic
						has_perk = religious_icon_perk
					}
					scope:recipient = {
						obedience_target = scope:puppet_or_actor
						is_obedient = no
					}
				}
				scope:recipient = {
					add_opinion = {
						modifier = obedience_opinion
						target = scope:puppet_or_actor
					}
				}
			}
			else = {
				add_opinion = {
					modifier = respect_opinion
					opinion = 10
					target = scope:puppet_or_actor
				}
			}
		}
	}
	if = {
		limit = {
			scope:piety_send_option = yes
		}
		scope:puppet_or_actor = {
			add_piety = scope:puppet_or_actor.medium_piety_loss
		}
		scope:recipient = {
			add_piety = scope:puppet_or_actor.medium_piety_value
		}
	}
	if = {
		limit = {
			scope:herd_send_option = yes
		}
		scope:puppet_or_actor = {
			pay_herd = {
				target = scope:recipient
				value = domicile.minor_herd_value
			}
		}
	}
	if = {
		limit = {
			scope:hook = yes
		}
		scope:puppet_or_actor = {
			use_hook = scope:recipient
		}
	}
}
if = {
	limit = {
		scope:is_puppet_action ?= yes
		scope:actor != scope:recipient
	}
	scope:actor = {
		send_interface_toast = {
			type = event_toast_effect_good
			title = inspire_conversion_accepted_tt_puppeteer
			left_icon = scope:puppet_or_actor
			right_icon = scope:recipient
		}
	}
}
on_decline = scope:puppet_or_actor = { }

As written in game/common/character_interactions/09_mpo_interactions.txt.

Category
Religious actions
Again on the same character
after 5 years
In the menu
main list
ID
inspire_conversion_interaction

Source: game/common/character_interactions/09_mpo_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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