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

Make House Head Request

No costThe AI weighs it (the answer is partly random)

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.

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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.

ReasonAmount
Base+100
We are Close Family
when
  • The character you target: Is close family of you
+25
You … the recipient's friend
when
  • The character you target: Has you as friend
+25
You … the recipient's best friend
when
  • The character you target: Has you as best friend
+50
You … the recipient's lover
when
  • The character you target: Has you as lover
+10
You … the recipient's rival
when
  • The character you target: Has you as rival
-100
You … the recipient's nemesis
when
  • The character you target: Has you as nemesis
-500
Their opinion of you × 0.5varies
Influence used
when
  • The character you target: Influence at most 100
+30
They cannot afford the Gold
when
  • The option “gold” is chosen
  • scope:recipient.gold <= medium_gold_value
-75
Loyal
when
+20
Disloyal
when
-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

    Else if

    • The option “personal schemes” is chosen

    Then

    Else if

    • The option “political schemes” is chosen

    Then

    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
      • set_owner = scope:actor

    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 }

    Else if

    • The option “building” is chosen

    Then

    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.

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