Interaction · Diplomatic actions
Legitimize Bastard (House)
Request that the recipient acknowledges your Bastard as Legitimate (the recipient is the Head of your House)
What you need
You
- Not: Is Lowborn
- Not: Is Concubine
- Your rite: The rite has Bastards can be legitimized if their House Head or Dynasty Head approves
- Your house’s house head’s rite: The rite has Bastards can be legitimized if their House Head or Dynasty Head approves
The other character
- Their rite: The rite has Bastards can be legitimized if their House Head or Dynasty Head approves
- Has the Trait: Bastard
One of these
father ?= scope:actoror
mother ?= scope:actoror
root.house.house_head ?= scope:actor
One of these
- Is of the same house as you
or
All of these
One of these
father.house ?= scope:actor.houseor
mother.house ?= scope:actor.house
- Not: Is a member of a Dynasty
or
All of these
- Your rite: The rite has The Legitimize Bastard Interaction can be used on your own Children of another House, where your Faith permits it
One of these
father ?= scope:actoror
mother ?= scope:actor
Legitimize Bastard (House) is a diplomatic character interaction in Crusader Kings III. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Weak Hook used (+100). It costs Prestige (from 150). Patch 1.20.1.2, from game/common/character_interactions/00_house_head_interactions.txt.
Quick answers (2)
- How do I get the AI to accept Legitimize Bastard (House)?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Level of Fame, Weak Hook used +100, Intimidated by you, Terrified of you, Intimidated by you, Terrified of you and Wants to decrease House Unity.
- How much does Legitimize Bastard (House) cost?
- Prestige (from 150) (patch 1.20.1.2).
Will they accept?
Accepted automatically when:
One of these
root = scope:actor.house.house_heador
All of these
- You use a Hook
- You: Has a Strong Hook on the target
Otherwise the AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | -50 |
| Level of Fame | your prestige level × 20 |
Weak Hook usedwhen
| +100 |
| Their opinion of you | varies |
| Their opinion of the other character × 0.25 | varies |
Intimidated by youwhen
| intimidated_reason_value |
Terrified of youwhen
| cowed_reason_value |
Intimidated by youwhen
| intimidated_external_reason_value |
Terrified of youwhen
| cowed_external_reason_value |
Wants to decrease House Unitywhen
| varies |
Acceptance (ai_accept) (85 lines of game script)
base = -50
modifier = {
trigger = {
scope:actor != scope:actor.house.house_head
}
add = {
value = scope:actor.prestige_level
multiply = 20
}
desc = PRESTIGOUS_IN_OUR_HOUSE
}
modifier = {
trigger = {
always = scope:hook
}
add = 100
desc = SCHEME_WEAK_HOOK_USED
}
opinion_modifier = {
trigger = {
scope:actor != scope:actor.house.house_head
}
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
}
opinion_modifier = {
trigger = {
scope:actor != scope:actor.house.house_head
}
who = scope:recipient
opinion_target = scope:secondary_recipient
multiplier = 0.25
}
modifier = {
add = intimidated_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:actor
}
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:actor
}
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
evaluate_action_decreasing_house_unity = {
VALUE = 100
}As written in game/common/character_interactions/00_house_head_interactions.txt.
What happens
If they accept
- Stress and fulfillment impact: by trait: Arrogant +20
If
- Any secret:
secret_target = { … }
Then
- One random secret:
- Where:
secret_target = { … }
expose_secret = scope:actor
- Where:
- Any secret:
- The other character:
add_trait_force_tooltip = legitimized_bastard- Opinion: Legitimized Me
- You:
If
- Is a parent of the other character
Then
- The other character › Random Parent: Opinion: Legitimized My Child
- Every spouse:
- Where: Is not a parent of the other character
- Opinion: Legitimized a Bastard
If
- Any child:
- Is an Adult
- Does not have the Trait: Bastard
- Does not have the Trait: Legitimized Bastard
- Opinion of secondary_recipient less than 40
Then
- Any child:
If
Then
- Your house:
add_unity_value = { … }
- Your house:
If they refuse
Options when sending
- Use a Hook
Events it fires: bastard_interaction.0001, bastard_interaction.0003, bastard_interaction.0002, bastard_interaction.0004, bastard_interaction.0005, bastard_interaction.0006, bastard_interaction.0007, bastard_interaction.0008
• 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) (39 lines of game script)
is_available = is_lowborn = no
is_concubine = no
is_shown = scope:actor.rite ?= {
rite_has_parameter = bastards_legitimize
}
scope:actor.house.house_head.rite ?= {
rite_has_parameter = bastards_legitimize
}
scope:secondary_recipient ?= {
rite ?= {
rite_has_parameter = bastards_legitimize
}
this != scope:actor
has_trait = bastard
OR = {
father ?= scope:actor
mother ?= scope:actor
scope:actor.house.house_head ?= scope:actor
}
OR = {
house ?= scope:actor.house
AND = {
OR = {
father.house ?= scope:actor.house
mother.house ?= scope:actor.house
}
has_dynasty = no
}
AND = {
scope:actor.rite ?= {
rite_has_parameter = tenet_adoptionism_legitimize_own_children
}
OR = {
father ?= scope:actor
mother ?= scope:actor
}
}
}
}As written in game/common/character_interactions/00_house_head_interactions.txt.
Effects (on_send, on_accept, on_decline) (53 lines of game script)
on_accept = scope:actor = {
stress_and_fulfillment_impact = {
arrogant = minor_stress_impact_gain
}
legitimize_bastard_interaction_opinions_effect = {
BASTARD = scope:secondary_recipient
HOUSE_HEAD = scope:actor.house.house_head
LEGITIMIZER = scope:actor
}
if = {
limit = {
always = scope:hook
}
scope:actor = {
use_hook = scope:recipient
}
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_bastardry.desc
REVERSE_NON_HOUSE_TARGET = no
}
hidden_effect = {
scope:actor = {
if = {
limit = {
has_character_modifier = oath_of_children
}
hidden_effect = {
remove_character_modifier = oath_of_children
add_character_modifier = oath_of_children
}
}
}
}
on_decline = scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = legitimize_bastard_interaction_decline_notification
left_icon = scope:actor.house.house_head
right_icon = scope:secondary_recipient
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_gain
DESC = clan_unity_bastardry_refusal.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_house_head_interactions.txt.
- Category
- Diplomatic actions
- Cost: Prestige
- from 150
- In the menu
- under More…
- ID
legitimize_bastard_interaction
Source: game/common/character_interactions/00_house_head_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.