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

Leverage Khan Authority

No costThe AI weighs it

Take Herd and Gold from the recipient, and make them Obedient, if possible. The Gurkhan might react to this abuse of authority.

What you need

You

To send it

  • The Gurkhan reacted to your deeds
  • The Paiza patron is no longer the Gurkhan
  • Is not at war with the target

To see it in the menu

  • Any character artifact:
    • Has “paiza patron” (a variable the game's script sets)
    • You:
      • can_benefit_from_artifact = prev
    • One of these

      • scope:recipient.top_liege ?= var:paiza_patron
      • or

        The character you target:
      • or

        The character you target › Their liege:
        • One of these

          • Government is Nomadic
          • or

            scope:recipient.top_liege ?= prev.var:paiza_patron

The character you target

  • Is played by the AI
  • Is at least 12 years old

Leverage Khan Authority is a hostile character interaction in Crusader Kings III. You need: The Gurkhan reacted to your deeds, The Paiza patron is no longer the Gurkhan and Is not at war with the target. The AI weighs it. Reasons the AI weighs include They is Craven (+10), They is Arrogant (-20), They is Brave (-20) and 1 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 Leverage Khan Authority in CK3?
You: The Gurkhan reacted to your deeds, The Paiza patron is no longer the Gurkhan and Is not at war with the target. (patch 1.20.1.2)
How do I get the AI to accept Leverage Khan Authority?
The AI weighs it. Its reasons: They is Craven +10, They is Arrogant -20, They is Brave -20, They is Paranoid -20, The recipient's Intrigue, Your Intrigue and You are Dreadful.

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-60
They is Craven
when
+10
They is Arrogant
when
-20
They is Brave
when
-20
They is Paranoid
when
-20
The recipient's Intriguetheir intrigue × -2
Your Intrigueyour intrigue
You are Dreadful
when
  • root.dread >= 2
varies
Their opinion of situation:the great steppe.situation top herd × 0.4varies
Their opinion of you × 0.2varies
Acceptance (ai_accept) (52 lines of game script)
base = -60
modifier = {
	add = 10
	has_trait = craven
	desc = BLACKMAIL_INTERACTION_CRAVEN_ACCEPTANCE
}
modifier = {
	add = -20
	has_trait = arrogant
	desc = BLACKMAIL_INTERACTION_ARROGANT_ACCEPTANCE
}
modifier = {
	add = -20
	has_trait = brave
	desc = BLACKMAIL_INTERACTION_BRAVE_ACCEPTANCE
}
modifier = {
	add = -20
	has_trait = paranoid
	desc = BLACKMAIL_INTERACTION_PARANOID_ACCEPTANCE
}
modifier = {
	add = {
		value = scope:recipient.intrigue
		multiply = -2
	}
	desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
}
modifier = {
	add = {
		value = scope:actor.intrigue
	}
	desc = INDEBT_GUEST_INTRIGUE_ACTOR
}
modifier = {
	add = {
		value = scope:actor.dread
		divide = 2
	}
	scope:actor.dread >= 2
	desc = offer_vassalization_interaction_aibehavior_dreaded_tt
}
opinion_modifier = {
	opinion_target = situation:the_great_steppe.situation_top_herd
	who = scope:recipient
	multiplier = 0.4
}
opinion_modifier = {
	opinion_target = scope:actor
	who = scope:recipient
	multiplier = 0.2
}

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

What happens

If they accept

  • If

    • The character you target:
      • obedience_target = scope:actor
      • Is not obedient to you

    Then

    • The character you target: Opinion: Sworn Obedience
  • The character you target:
    • pay_short_term_gold = { … }
    • If

      • Government is Nomadic
      • The character you target: Government is Nomadic

      Then

      • pay_herd = { … }
  • If

    • The character you target:
      • One of these

        • Is landed

    Then

    Otherwise

  • If

    Then

    • pay_herd = { … }
  • One random character artifact:
    • Where:
      • You:
        • can_benefit_from_artifact = prev
      • Has “paiza patron” (a variable the game's script sets)
    • var:paiza_patron › You:
      • If

        • The paiza patron: Is played by a person

        Then

        Otherwise

        • If a check the game hides passes: the same again (1 line)
          • The Gurkhan is indifferent to your abuse of authority and will not take any action this time

          Else if

          a check the game hides

          Then

          • Depending on paiza abuse stance:
            • When paiza abuse stance is angry:
              • The Gurkhan is furious at your abuse of authority and is almost guaranteed to react
              • 1 of 2 things will happen:
                • 90% (base chance; changed in play):
                • 10%: Gurkhan will be furious but will not take any action
            • When paiza abuse stance is annoyed:
              • The Gurkhan is annoyed at your abuse of authority and is likely to react
              • 1 of 3 things will happen:
                • 40% (base chance; changed in play):
                • 40% (base chance; changed in play): Gurkhan will be furious but will not take any action
                • 20%: Gurkhan will be annoyed but will not take any action
            • When paiza abuse stance is indifferent:
              • The Gurkhan is indifferent to your abuse of authority and will not take any action this time
              • 1 of 2 things will happen:
                • 20% (base chance; changed in play): The Gurkhan is annoyed at your abuse of authority and is likely to react
                • 80%: The Gurkhan is indifferent to your abuse of authority and will not take any action this time
      • Event mpo_decisions_events.0098 (after 4–8 days)

Events it fires: mpo_decisions_events.0112, mpo_decisions_events.0111, mpo_decisions_events.0098

• 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) (35 lines of game script)
is_available = NOT = {
	has_character_flag = established_paiza_system
}
is_shown = scope:recipient = {
	is_ai = yes
	is_gurkhan = no
	age >= 12
	NOT = {
		has_character_flag = established_paiza_system
	}
}
scope:actor = {
	any_character_artifact = {
		has_variable = paiza_patron
		scope:actor = {
			can_benefit_from_artifact = prev
		}
		OR = {
			scope:recipient.top_liege ?= var:paiza_patron
			scope:recipient = {
				is_independent_ruler = yes
				primary_title.tier < scope:actor.primary_title.tier
				government_has_flag = government_is_nomadic
			}
			scope:recipient = {
				liege = {
					OR = {
						government_has_flag = government_is_nomadic
						scope:recipient.top_liege ?= prev.var:paiza_patron
					}
				}
			}
		}
	}
}

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

Can be sent when (is_valid…) (23 lines of game script)
scope:actor = {
	custom_tooltip = {
		text = mpo_abuse_authority_paiza_decision.no_more_paiza_abuse
		NOT = {
			has_character_flag = no_more_paiza_abuse
		}
	}
	custom_tooltip = {
		text = mpo_abuse_authority_paiza_decision.paiza_patron_not_topdog
		any_character_artifact = {
			scope:actor = {
				can_benefit_from_artifact = prev
			}
			exists = var:paiza_patron
			var:paiza_patron ?= {
				is_gurkhan = yes
			}
		}
	}
	NOT = {
		is_at_war_with = scope:recipient
	}
}

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

Effects (on_send, on_accept, on_decline) (78 lines of game script)
on_accept = scope:actor = {
	send_interface_toast = {
		left_icon = scope:recipient
		right_icon = situation:the_great_steppe.situation_top_herd
		title = mpo_interaction_leverage_khan_authority
		make_obedient_recipient_to_actor_effect = yes
		scope:recipient = {
			pay_short_term_gold = {
				target = scope:actor
				gold = {
					value = current_gold_value
					divide = 2
				}
			}
			if = {
				limit = {
					government_has_flag = government_is_nomadic
					scope:recipient = {
						government_has_flag = government_is_nomadic
					}
				}
				pay_herd = {
					target = scope:actor
					value = {
						value = domicile.herd
						multiply = 0.5
					}
				}
			}
		}
		if = {
			limit = {
				scope:recipient = {
					OR = {
						is_landed = yes
					}
				}
			}
			add_prestige = medium_prestige_value
		}
		else = {
			add_prestige = minor_prestige_value
		}
	}
	if = {
		limit = {
			government_has_flag = government_is_nomadic
			scope:recipient = {
				government_has_flag = government_is_nomadic
			}
		}
		pay_herd = {
			target = scope:actor
			value = {
				value = domicile.herd
				multiply = 0.5
			}
		}
	}
}
scope:actor = {
	random_character_artifact = {
		limit = {
			scope:actor = {
				can_benefit_from_artifact = prev
			}
			has_variable = paiza_patron
		}
		var:paiza_patron = {
			scope:actor = {
				mpo_paiza_abuse_counter_effect = {
					PAIZA_PATRON = prev
					PAIZA_ABUSER = scope:actor
				}
			}
		}
	}
}

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

Category
Hostile actions
Cooldown
6 months
Again on the same character
after 10 years
In the menu
under More…
ID
mpo_interaction_leverage_khan_authority

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.

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