Interaction · Diplomatic actions
Mend Broken House Relations
Improve House Relations with a hostile House before they abandon the Bloc
What you need
You
To send it
- Is not at war with the target
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
- House Relations must be below Neutral
To see it in the menu
- Your dynasty: The Dynasty has the Etiquette Legacy
- If played by the AI:
- Your Government uses Blocs
- Your top liege: Government uses Blocs
confederation.leading_house ?= houseIf
a check the game hides
Then
- Your house: Has the house check as house head
- Is a ruler
- Your Government uses Blocs
- Your top liege: Government uses Blocs
- Highest held Title is at least County Rank
- Your top liege:
One of these
- Your Government is Ritsuryō
or
Your Government is Sōryō
The character you target
To send it
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
To see it in the menu
house.house_confederation ?= scope:actor.house.house_confederation- Is not of the same house as you
Mend Broken House Relations is a diplomatic character interaction in Crusader Kings III. You need: Is not at war with the target and House Relations must be below Neutral. Accepted automatically. It costs Gold (varies), Influence (varies), Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/10_tgp_japan_interactions.txt.
Quick answers (3)
- What are the requirements for Mend Broken House Relations in CK3?
- You: Is not at war with the target and House Relations must be below Neutral. (patch 1.20.1.2)
- Will the AI accept Mend Broken House Relations?
- Yes: it is accepted automatically.
- How much does Mend Broken House Relations cost?
- Gold (varies), Influence (varies), Prestige (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- Your house:
If
a check the game hides
Then
impact_house_relation = { target = scope:other_house steps = scope:steps description = house_relation_reason_perk_interaction_desc }
If
- Your house › Any house relation:
- Any relation house:
has_house_relation_level = quarrel
Then
- House Relations with the … will improve by +1.2 (current relation: Quarreling)
Else if
- Your house › Any house relation:
- Any relation house:
has_house_relation_level = rivalry
Then
- House Relations with the … will improve by +1.2 (current relation: Rivalry)
Otherwise
- House Relations with the … will improve by +1.2 (current relation: Feuding)
- Your house › Any house relation:
• 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) (20 lines of game script)
is_available = exists = confederation
dynasty ?= {
has_dynasty_perk = tgp_japan_legacy_3
}
trigger_if = {
limit = {
is_ai = yes
}
tgp_uses_house_blocs_trigger = yes
}
confederation.leading_house ?= house
is_house_head = yes
tgp_house_bloc_interaction_valid_trigger = yes
government_is_japanese_trigger = yes
is_shown = scope:recipient = {
house.house_confederation ?= scope:actor.house.house_confederation
NOT = {
house ?= scope:actor.house
}
}As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
Can be sent when (is_valid…) (24 lines of game script)
scope:actor = {
NOT = {
is_at_war_with = scope:recipient
}
tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
custom_tooltip = {
text = has_to_have_negative_house_relations_tt
house = {
any_house_relation = {
OR = {
has_house_relation_level = quarrel
has_house_relation_level = rivalry
has_house_relation_level = feud
}
any_relation_house = {
this = scope:recipient.house
}
}
}
}
}
scope:recipient = {
tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
}As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
Effects (on_send, on_accept, on_decline) (39 lines of game script)
on_accept = scope:actor.house = {
change_house_relation_effect = {
HOUSE = scope:recipient.house
VALUE = house_relation_improve_major_value
REASON = perk_interaction
CHAR = scope:actor
TARGET_CHAR = scope:recipient
TITLE = scope:dummy_gender
}
}
if = {
limit = {
scope:actor.house = {
any_house_relation = {
any_relation_house = {
this = scope:recipient.house
}
has_house_relation_level = quarrel
}
}
}
custom_tooltip = house_relation_perk_interaction_quarrel_effect
}
else_if = {
limit = {
scope:actor.house = {
any_house_relation = {
any_relation_house = {
this = scope:recipient.house
}
has_house_relation_level = rivalry
}
}
}
custom_tooltip = house_relation_perk_interaction_rivalry_effect
}
else = {
custom_tooltip = house_relation_perk_interaction_feud_effect
}As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
- Category
- Diplomatic actions
- Cost: Gold
- varies
- Cost: Influence
- varies
- Cost: Prestige
- varies
- Cooldown
- 0 months
- In the menu
- main list
- ID
improve_house_relation_in_bloc_interaction
Source: game/common/character_interactions/10_tgp_japan_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.