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

Mend Broken House Relations

variesGoldvariesInfluencevariesPrestigeAccepted automatically

Improve House Relations with a hostile House before they abandon the Bloc

What you need

You

To send it

To see it in the menu

The character you target

To send it

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.

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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)

• 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.

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