Interaction · Friendly actions
Make House Head Request
As House Head of your House, ask for various forms of support from a landed member of your family
What you need
You
To send it
- Is not at war with the target
To see it in the menu
- you has administrative government mechanic
- If played by the AI:
If
a check the game hides
Then
- Your house: Has the house check as house head
- The target is not you
The character you target
To send it
- Is a ruler
- Is an Adult
To see it in the menu
- they has administrative government mechanic
- Is of the same house as you
Make House Head Request is a friendly character interaction in Crusader Kings III. You need: Is not at war with the target. The character you target needs: Is a ruler and Is an Adult. The AI weighs it (the answer is partly random). Reasons the AI weighs include We are Close Family (+25), You … the recipient's friend (+25), You … the recipient's best friend (+50) and 7 more. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (2)
- What are the requirements for Make House Head Request in CK3?
- You: Is not at war with the target. The character you target: Is a ruler and Is an Adult. (patch 1.20.1.2)
- How do I get the AI to accept Make House Head Request?
- The AI weighs it (the answer is partly random). Its reasons: We are Close Family +25, You … the recipient's friend +25, You … the recipient's best friend +50, You … the recipient's lover +10, You … the recipient's rival -100, You … the recipient's nemesis -500, Influence used +30, They cannot afford the Gold -75, Loyal +20 and Disloyal -20.
Will they accept?
The AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | +100 |
We are Close Familywhen
| +25 |
You … the recipient's friendwhen
| +25 |
You … the recipient's best friendwhen
| +50 |
You … the recipient's loverwhen
| +10 |
You … the recipient's rivalwhen
| -100 |
You … the recipient's nemesiswhen
| -500 |
| Their opinion of you × 0.5 | varies |
Influence usedwhen
| +30 |
They cannot afford the Goldwhen
| -75 |
| Loyal | +20 |
| Disloyal | -20 |
Acceptance (ai_accept) (74 lines of game script)
base = 100
modifier = {
add = 25
desc = CLOSE_FAMILY_REASON
scope:recipient = {
is_close_family_of = scope:actor
}
}
modifier = {
add = 25
desc = WE_ARE_FRIENDS
scope:recipient = {
has_relation_friend = scope:actor
}
}
modifier = {
add = 50
desc = WE_ARE_BEST_FRIENDS
scope:recipient = {
has_relation_best_friend = scope:actor
}
}
modifier = {
add = 10
desc = WE_ARE_LOVERS
scope:recipient = {
has_relation_lover = scope:actor
}
}
modifier = {
add = -100
desc = WE_ARE_RIVALS
scope:recipient = {
has_relation_rival = scope:actor
}
}
modifier = {
add = -500
desc = WE_ARE_NEMESES
scope:recipient = {
has_relation_nemesis = scope:actor
}
}
opinion_modifier = {
opinion_target = scope:actor
multiplier = 0.5
}
modifier = {
scope:recipient = {
influence <= major_influence_value
}
add = 30
desc = INFLUENCE_USED
}
modifier = {
scope:gold = yes
scope:recipient.gold <= medium_gold_value
add = -75
desc = GOLD_NEGATIVE_REASON
}
modifier = {
scope:recipient = {
has_trait = loyal
}
desc = INTERACTION_LOYAL
add = 20
}
modifier = {
scope:recipient = {
has_trait = disloyal
}
desc = INTERACTION_DISLOYAL
add = -20
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
If
- The option “gold” is chosen
Then
- You › The character you target: Pay gold to you
Else if
- The option “hostile schemes” is chosen
Then
- You:
- Gain 5 Success Chance to Hostile Schemes for 10 years
- The character you target:
- Gains the modifier “Distracted from Hostile Schemes” for 5 years
- Intrigue -1
- Gains the modifier “Distracted from Hostile Schemes” for 5 years
Else if
- The option “personal schemes” is chosen
Then
- You:
- Gain 5 Success Chance to Personal Schemes for 10 years
- The character you target:
- Gains the modifier “Distracted from Personal Schemes” for 5 years
- Diplomacy -1
- Gains the modifier “Distracted from Personal Schemes” for 5 years
Else if
- The option “political schemes” is chosen
Then
- You:
- Gain 5 Success Chance to Political Schemes for 10 years
- The character you target:
- Gains the modifier “Distracted from Political Schemes” for 5 years
- Monthly Influence -10%
- Gains the modifier “Distracted from Political Schemes” for 5 years
Else if
- The option “artifact” is chosen
Then
- You › The character you target › One random character artifact:
- Where:
One of these
- Your house:
has_house_artifact_claim = scope:target_artifact
or
You:has_personal_artifact_claim = scope:target_artifact
- Your house:
set_owner = scope:actor
- Where:
Else if
- The option “knight” is chosen
Then
- You › You:
add_courtier = scope:knight
Else if
- The option “maa” is chosen
Then
- You:
- The character you target › The maa regiment decrease:
change_maa_regiment_size = -1
- You › The maa regiment increase:
change_maa_regiment_size = { size = 1 reinforce = yes }
- The character you target › The maa regiment decrease:
Else if
- The option “building” is chosen
Then
- You:
- You:
- Gains the modifier “Estate-building Support” for 10 years — increase per every House member asked for support through the Make House Head Request Interaction in the last 10 years
- Domicile Building Construction Time -10%
- Gains the modifier “Estate-building Support” for 10 years — increase per every House member asked for support through the Make House Head Request Interaction in the last 10 years
- The character you target: Gain -150 Prestige
- You:
Else if
- The option “courtier” is chosen
Then
- You:
add_courtier = scope:courtier
If they refuse
- The character you target: Influence -100
- If played by the AI: Opinion: Disrespect (-30)
Options when sending
- Gold
- Hostile Schemes Support
- Personal Schemes Support
- Political Schemes Support
- Artifact
- …
- Men at Arms
- Building Materials
- Interesting Courtier
• 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) (13 lines of game script)
is_available = government_has_mechanic = administrative
this = house.house_head
trigger_if = {
limit = {
is_ai = yes
}
is_house_head = yes
}
is_shown = scope:recipient != scope:actor
scope:recipient = {
government_has_mechanic = administrative
house ?= scope:actor.house
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (9 lines of game script)
scope:actor = {
NOT = {
is_at_war_with = scope:recipient
}
}
scope:recipient = {
is_ruler = yes
is_adult = yes
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (251 lines of game script)
on_send =
on_accept = if = {
limit = {
scope:gold = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
scope:recipient = {
pay_short_term_gold = {
target = scope:actor
gold = medium_gold_value
}
}
}
}
}
else_if = {
limit = {
scope:hostile_schemes = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
custom_tooltip = {
text = hostile_schemes_help_request_tt
scope:actor = {
add_to_variable_list = {
name = supporting_hostile_schemes
target = scope:recipient
years = 10
}
}
}
scope:recipient = {
add_character_modifier = {
modifier = hostile_schemes_distracted_modifier
years = 5
}
}
}
}
}
else_if = {
limit = {
scope:personal_schemes = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
custom_tooltip = {
text = personal_schemes_help_request_tt
scope:actor = {
add_to_variable_list = {
name = supporting_personal_schemes
target = scope:recipient
years = 10
}
}
}
scope:recipient = {
add_character_modifier = {
modifier = personal_schemes_distracted_modifier
years = 5
}
}
}
}
}
else_if = {
limit = {
scope:political_schemes = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
custom_tooltip = {
text = political_schemes_help_request_tt
scope:actor = {
add_to_variable_list = {
name = supporting_political_schemes
target = scope:recipient
years = 10
}
}
}
scope:recipient = {
add_character_modifier = {
modifier = political_schemes_distracted_modifier
years = 5
}
}
}
}
}
else_if = {
limit = {
scope:artifact = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
right_icon = scope:target_artifact
scope:recipient = {
random_character_artifact = {
limit = {
save_temporary_scope_as = target_artifact
OR = {
scope:actor.house = {
has_house_artifact_claim = scope:target_artifact
}
scope:actor = {
has_personal_artifact_claim = scope:target_artifact
}
}
}
save_scope_as = target_artifact
set_owner = scope:actor
}
}
}
}
}
else_if = {
limit = {
scope:knight = yes
}
scope:recipient = {
ordered_knight = {
limit = {
is_acclaimed = no
is_landed = no
}
order_by = prowess
save_scope_as = knight
}
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
right_icon = scope:knight
scope:actor = {
add_courtier = scope:knight
}
}
}
}
else_if = {
limit = {
scope:maa = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
scope:recipient = {
ordered_maa_regiment = {
limit = {
is_personal_maa_regiment = yes
}
save_scope_as = maa_regiment_decrease
}
scope:maa_regiment_decrease = {
change_maa_regiment_size = -1
}
}
scope:actor = {
ordered_maa_regiment = {
limit = {
is_personal_maa_regiment = yes
can_upgrade_maa = yes
}
save_scope_as = maa_regiment_increase
}
scope:maa_regiment_increase = {
change_maa_regiment_size = {
size = 1
reinforce = yes
}
}
}
}
}
}
else_if = {
limit = {
scope:building = yes
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
scope:actor = {
add_to_variable_list = {
name = supporting_building
target = scope:recipient
years = 10
}
add_character_modifier = {
modifier = estate_supporting_buildings_modifier
years = 10
}
}
scope:recipient = {
add_prestige = medium_prestige_loss
}
}
}
}
else_if = {
limit = {
scope:courtier = yes
}
scope:recipient = {
random_courtier_or_guest = {
limit = {
ep3_interesting_courtier_to_ask_trigger = yes
}
save_scope_as = courtier
}
}
scope:actor = {
send_interface_message = {
type = event_toast_effect_good
title = house_head_request_accepted
left_icon = scope:recipient
right_icon = scope:courtier
add_courtier = scope:courtier
}
}
}
on_decline = scope:actor = {
send_interface_message = {
type = event_toast_effect_bad
title = house_head_request_denied
left_icon =
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Friendly actions
- Cooldown
- 2 years
- Again on the same character
- after 10 years
- In the menu
- under More…
- ID
house_head_request_interaction
Source: game/common/character_interactions/06_ep3_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.