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

Make Concubine

No costAccepted automatically

Make the recipient your Concubine

What you need

You

To send it

  • The character you target:
    • … cannot take a former … as … concubine.
    • One of these

      • All of these

        • Is imprisoned by you
        • Is married
      • or

        Is not married
    • is_hostage = no

To see it in the menu

  • You:
    • allowed_concubines = yes
    • Is an Adult
  • The character you target:
    • One of these

      • Is a courtier of you
      • or

        Is imprisoned by you
    • Is available (an adult, not a ruler)
    • If

      • Is not imprisoned by you

      Then

      • Is not married
      • Is not betrothed
      • Not: Is Concubine
      • is_diarch = no
      • number_of_concubines = 0
    • If

      • Is imprisoned by you
      • Is married

      Then

      • Is not your spouse
    • Is not your concubine
    • Has none of the traits: Eunuch, Beardless Eunuch, Monk, Military Order Member
    • Does not have “can not marry” (a variable the game's script sets)
    • If a check the game hides passes: the same again (4 lines)
      • None of these

        • Their primary title:
          • is_mercenary_company = yes
        • is_leading_faction_type = peasant_faction
        • is_leading_faction_type = populist_faction
        • Government is unplayable
    • If a member of the Clergy:
      • Does not have the Trait: Monk
      • Does not have the Trait: Military Order Member
      • One of these

        • Their rite: The rite has Members of the Clergy are allowed to Marry
        • or

          All of these

          • Is a ruler
          • top_participant_group:the_christian_church:
            • has_participant_group_parameter = clergy_can_marry
          • If played by the AI:
            • saeculum_obscurum_clergy_would_marry_trigger = { }
    • You:
      • Has none of the traits: Eunuch, Beardless Eunuch, Monk, Military Order Member
      • Does not have “can not marry” (a variable the game's script sets)
      • If

        a check the game hides

        Then

        • None of these

          • Their primary title:
            • is_mercenary_company = yes
          • is_leading_faction_type = peasant_faction
          • is_leading_faction_type = populist_faction
          • Government is unplayable
      • If a member of the Clergy:
        • marriage_clergy_can_marry_trigger = { }
    • If

      • You:
        • Not all of these

          • Game rule set to “Accepted”
          • Their rite: The rite has Same-sex relationships are fully accepted

      Then

      • sex_opposite_of = scope:puppet_or_actor
    • If

      • Is not a courtier of you

      Then

      • Their rite:
        • None of these

          • The can marry check:
            • relation_with_character_is_incestuous_in_rite_trigger = { CHARACTER = scope:puppet_or_actor RITE = scope:consanguinity_rite }
    • If

      • You: Is not a courtier of the can marry check

      Then

      • Your rite:
        • None of these

          • The can marry check:
            • relation_with_character_is_incestuous_in_rite_trigger = { CHARACTER = scope:puppet_or_actor RITE = scope:consanguinity_rite }
    • None of these

      • The can marry check: Is your spouse
    • Has none of the traits: Ill, Pneumonia, Great Pox, Lover's Pox, Leper, Gout Ridden, Consumption, Cancer, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, Holy Fire, Sickly
    • None of these

Make Concubine is a diplomatic character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.

for a guide, post or blog
Quick answers (1)
Will the AI accept Make Concubine?
Yes: it is accepted automatically.

Will they accept?

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

What happens

Effects

  • The character you target:
    • Event marriage_interaction.0040
    • If

      Then

      • release_from_prison = yes
      • Opinion: Forced Me to Serve as a Concubine
      • Every close family member:
        • If

          a check the game hides

          Then

          • Opinion: Forced My Relative to Serve as a Concubine
          • If

            • One of these

              • None of these

              • or

                None of these

                • Their rite: The rite has the tenet Polyamory
              • or

                All of these

                • allowed_to_marry_same_sex_trigger = { }
                • The character you target:
                  • sex_same_as = scope:secondary_actor

            Then

            • Opinion: Forced My Relative into a Blasphemous Union
      • If has the Trait: Celibate: Loses the Trait Celibate
      • If married › Every spouse:
      • If concubine:
        • this.concubinist = { … }
      • If

        a check the game hides

        Then

      • If number of concubines more than 0 › Every concubine › The character you target:
        • remove_concubine = prev
  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

Events it fires: marriage_interaction.0040, marriage_interaction.0041

• 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) (1 line of game script)
is_shown = make_concubine_is_shown_trigger = yes

As written in game/common/character_interactions/00_marriage_interactions.txt.

Can be sent when (is_valid…) (1 line of game script)
make_concubine_is_valid_trigger = yes

As written in game/common/character_interactions/00_marriage_interactions.txt.

Effects (on_send, on_accept, on_decline) (11 lines of game script)
on_accept = scope:puppet_or_actor = {
	save_scope_as = secondary_actor
}
concubine_on_accept_effect = yes
add_clan_unity_interaction_effect = {
	CHARACTER = scope:puppet_or_actor
	TARGET = scope:recipient
	VALUE = minor_unity_gain
	DESC = clan_unity_concubinage.desc
	REVERSE_NON_HOUSE_TARGET = no
}

As written in game/common/character_interactions/00_marriage_interactions.txt.

Category
Diplomatic actions
In the menu
under More…
ID
make_concubine_interaction

Source: game/common/character_interactions/00_marriage_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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