CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Interaction · Vassal actions

Mentor in Governance (Scheme)

30InfluenceThe AI weighs it

Attempt to improve the recipient's skills as a Governor

What you need

You

To send it

  • can_start_scheme = { type = teach_governor target_character = scope:recipient }
  • There is nothing you can teach … about being a Governor
  • Your Governor Trait Experience must not be lower than 1 level beneath …

To see it in the menu

  • you has administrative government mechanic
  • Your domicile:
    • has_domicile_parameter = estate_unlock_teach_governor_interaction
  • If played by the AI:
    • Is a Governor
    • None of these

      • Has the Trait: Lazy
      • Any scheme:
        • One of these

          • scheme_type = befriend
          • or

            scheme_type = sway
          • or

            scheme_type = seduce
          • or

            scheme_type = courting
          • or

            scheme_type = elope
          • or

            scheme_type = learn_language
          • or

            scheme_type = teach_governor
          • or

            scheme_type = study_faith
  • The target is not you

The character you target

  • top_liege ?= scope:actor.top_liege
  • in_diplomatic_range = scope:actor

Mentor in Governance (Scheme) is a vassal character interaction in Crusader Kings III. You need: There is nothing you can teach … about being a Governor and Your Governor Trait Experience must not be lower than 1 level beneath …. The AI weighs it. Reasons the AI weighs include The recipient looks up to a Powerful Family (+15), The recipient dare not refuse a Dominant Family (+25), The recipient belong to a Powerful Family (-15) and 15 more. It costs 30 Influence. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_scheme_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Mentor in Governance (Scheme) in CK3?
You: There is nothing you can teach … about being a Governor and Your Governor Trait Experience must not be lower than 1 level beneath …. (patch 1.20.1.2)
How do I get the AI to accept Mentor in Governance (Scheme)?
The AI weighs it. Its reasons: Relative Governor Trait Experience, The recipient looks up to a Powerful Family +15, The recipient dare not refuse a Dominant Family +25, The recipient belong to a Powerful Family -15, The recipient belong to a Dominant Family -25, Difference in Level of Influence, Relative House Family Rating, They is your Friend +15, They is your Best Friend +30, They is your Rival -25, They is your Nemesis -50, We are Close Family +50, We are Extended Family +25, You … of their House +5, Relative age, Ambitious +10, Diligent +10, Humble +10, Content -10, Lazy -10, Arrogant -10 and They is your Disciple +10.
How much does Mentor in Governance (Scheme) cost?
30 Influence (patch 1.20.1.2).

Will they accept?

The AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base0
Their opinion of you × 0.25varies
Relative Governor Trait Experiencevaries
The recipient looks up to a Powerful Family
when
  • Your house:
    • is_powerful_family = yes
  • Your house:
    • is_powerful_family = no
    • is_dominant_family = no
+15
The recipient dare not refuse a Dominant Family
when
  • Your house:
    • is_dominant_family = yes
  • Your house:
    • is_dominant_family = no
+25
The recipient belong to a Powerful Family
when
  • Your house:
    • is_powerful_family = yes
  • Your house:
    • is_powerful_family = no
    • is_dominant_family = no
-15
The recipient belong to a Dominant Family
when
  • Your house:
    • is_dominant_family = yes
  • Your house:
    • is_dominant_family = no
-25
Difference in Level of Influence
when
  • influence_level != scope:actor.influence_level
varies
Relative House Family Rating
when
  • house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
varies
They is your Friend
when
  • Has you as friend
  • Does not have you as best friend
+15
They is your Best Friend
when
  • Has you as best friend
+30
They is your Rival
when
  • Has you as rival
  • Does not have you as nemesis
-25
They is your Nemesis
when
  • Has you as nemesis
-50
We are Close Family
when
  • Is close family of you
+50
We are Extended Family
when
  • Is extended family of you
+25
You … of their House
when
  • Is not close family of you
  • Is not extended family of you
  • Is of the same house as you
+5
Relative agevaries
Ambitious
when
+10
Diligent
when
+10
Humble
when
+10
Content
when
-10
Lazy
when
-10
Arrogant
when
-10
A scripted reason
when
  • One of these

    • Your house:
      • this != scope:actor.house
      • has_house_relation_with = scope:actor.house
      • Any house relation:
        • has_house_relation_level = feud
        • Any relation house:
          • scope:actor.house = this
    • or

      exists = scope:return_feud_as_true_for_debug
-50
They is your Disciple
when
  • The character you target: Has you as elder
+10
Acceptance (ai_accept) (180 lines of game script)
base = 0
opinion_modifier = {
	who = scope:recipient
	opinion_target = scope:actor
	multiplier = 0.25
}
modifier = {
	desc = RELATIVE_GOVERNOR_EFFICIENCY
	add = {
		value = ep3_actor_recipient_governor_trait_level_diff_value
		subtract = 1
		multiply = 15
	}
}
modifier = {
	scope:actor.house ?= {
		is_powerful_family = yes
	}
	house ?= {
		is_powerful_family = no
		is_dominant_family = no
	}
	add = 15
	desc = your_house_is_powerful_reason
}
modifier = {
	scope:actor.house ?= {
		is_dominant_family = yes
	}
	house ?= {
		is_dominant_family = no
	}
	add = 25
	desc = your_house_is_dominant_reason
}
modifier = {
	house ?= {
		is_powerful_family = yes
	}
	scope:actor.house ?= {
		is_powerful_family = no
		is_dominant_family = no
	}
	add = -15
	desc = their_house_is_powerful_reason
}
modifier = {
	house ?= {
		is_dominant_family = yes
	}
	scope:actor.house ?= {
		is_dominant_family = no
	}
	add = -25
	desc = their_house_is_dominant_reason
}
modifier = {
	influence_level != scope:actor.influence_level
	add = {
		add = {
			add = 10
			multiply = scope:recipient.influence_level
		}
		subtract = {
			add = 10
			multiply = scope:actor.influence_level
		}
	}
	desc = difference_in_influence_level_reason
}
modifier = {
	exists = scope:actor.house
	exists = scope:recipient.house
	house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
	add = {
		value = scope:actor.house.house_power_score
		subtract = scope:recipient.house.house_power_score
		divide = 4
		floor = yes
	}
	desc = RELATIVE_FAMILY_RATING
}
modifier = {
	desc = offer_vassalization_interaction_aibehavior_friend_tt
	has_relation_friend = scope:actor
	NOT = {
		has_relation_best_friend = scope:actor
	}
	add = 15
}
modifier = {
	desc = offer_vassalization_interaction_aibehavior_best_friend_tt
	has_relation_best_friend = scope:actor
	add = 30
}
modifier = {
	desc = offer_vassalization_interaction_aibehavior_rival_tt
	has_relation_rival = scope:actor
	NOT = {
		has_relation_nemesis = scope:actor
	}
	add = -25
}
modifier = {
	desc = offer_vassalization_interaction_aibehavior_nemesis_tt
	has_relation_nemesis = scope:actor
	add = -50
}
modifier = {
	is_close_family_of = scope:actor
	add = 50
	desc = CLOSE_FAMILY_REASON
}
modifier = {
	is_extended_family_of = scope:actor
	add = 25
	desc = EXTENDED_FAMILY_REASON
}
modifier = {
	NOR = {
		is_close_family_of = scope:actor
		is_extended_family_of = scope:actor
	}
	house ?= scope:actor.house
	add = 5
	desc = YOU_ARE_MY_HOUSE_MEMBER
}
modifier = {
	desc = AGE_DIFFERENCE
	add = {
		value = scope:actor.age
		add = {
			value = scope:recipient.age
			multiply = -1
		}
	}
}
modifier = {
	has_trait = ambitious
	add = 10
	desc = INTERACTION_AMBITIOUS
}
modifier = {
	has_trait = diligent
	add = 10
	desc = INTERACTION_DILIGENT
}
modifier = {
	has_trait = humble
	add = 10
	desc = INTERACTION_HUMBLE
}
modifier = {
	has_trait = content
	add = -10
	desc = INTERACTION_CONTENT
}
modifier = {
	has_trait = lazy
	add = -10
	desc = INTERACTION_LAZY
}
modifier = {
	has_trait = arrogant
	add = -10
	desc = INTERACTION_ARROGANT
}
modifier = {
	house_has_feud_relation_with_trigger = {
		TARGET = scope:actor
	}
	add = -50
}
modifier = {
	add = 10
	scope:recipient = {
		has_relation_elder = scope:actor
	}
	desc = AI_YOUR_DISCIPLE
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

What happens

If they accept

  • If Scheme is successful, gains Influence, a small amount of Governor Trait Experience, and Opinion
  • Stress and fulfillment impact: by trait: Humble +20, Lazy +40
  • Event scheme_critical_moments.8045
  • The character you target › You: Start the Mentor in Governance scheme against the target
  • If

    Then

    • The new scheme:
      • add_scheme_progress = { value = scheme_progress_gain multiply = 3 }
  • The new scheme:
    • If

      • scope:actor = scope:actor.top_liege

      Then

      • add_scheme_modifier = { type = admin_emperor_scheme_modifier }

      Else if

      • Your house:
        • is_dominant_family = yes

      Then

      • add_scheme_modifier = { type = admin_dominant_family_scheme_modifier }

      Else if

      • Your house:
        • is_powerful_family = yes

      Then

      • add_scheme_modifier = { type = admin_powerful_family_scheme_modifier }
  • The character you target:

If they refuse

Events it fires: scheme_critical_moments.8045, scheme_critical_moments.8046

• 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 = government_has_mechanic = administrative
domicile ?= {
	has_domicile_parameter = estate_unlock_teach_governor_interaction
}
trigger_if = {
	limit = {
		is_ai = yes
	}
	is_governor = yes
	NOR = {
		has_trait = lazy
		scheme_generic_ai_blocker_trigger = yes
	}
}
is_shown = scope:recipient != scope:actor
scope:recipient = {
	is_alive = yes
	top_liege ?= scope:actor.top_liege
	in_diplomatic_range = scope:actor
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Can be sent when (is_valid…) (65 lines of game script)
scope:actor = {
	can_start_scheme = {
		type = teach_governor
		target_character = scope:recipient
	}
	custom_tooltip = {
		text = teach_governor_maximum_xp_tt
		scope:recipient = {
			has_trait_xp = {
				trait = governor
				value < 95
			}
		}
	}
	custom_tooltip = {
		text = teach_governor_minimum_xp_tt
		scope:recipient = {
			trigger_if = {
				limit = {
					has_trait_xp = {
						trait = governor
						value >= 100
					}
				}
				scope:actor = {
					has_trait_xp = {
						trait = governor
						value >= 75
					}
				}
			}
			trigger_else_if = {
				limit = {
					has_trait_xp = {
						trait = governor
						value >= 75
					}
				}
				scope:actor = {
					has_trait_xp = {
						trait = governor
						value >= 50
					}
				}
			}
			trigger_else_if = {
				limit = {
					has_trait_xp = {
						trait = governor
						value >= 50
					}
				}
				scope:actor = {
					has_trait_xp = {
						trait = governor
						value >= 25
					}
				}
			}
			trigger_else = {
				always = yes
			}
		}
	}
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Effects (on_send, on_accept, on_decline) (62 lines of game script)
on_accept = scope:actor = {
	custom_tooltip = teach_governor_actor_reward_tt
	stress_and_fulfillment_impact = {
		humble = minor_stress_impact_gain
		lazy = medium_stress_impact_gain
	}
	trigger_event = scheme_critical_moments.8045
}
scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = start_teach_governor_notification
		left_icon = scope:recipient
		right_icon = scope:recipient.primary_title
		scope:recipient = {
			send_interface_toast = {
				type = event_toast_effect_bad
				title = start_teach_governor_notification
				left_icon = scope:actor
				right_icon = scope:actor.primary_title
				scope:actor = {
					begin_scheme_basic_effect = {
						SCHEME_TYPE = teach_governor
						TARGET_TYPE = target_character
						TARGET_SCOPE = scope:recipient
					}
				}
			}
		}
	}
	education_5_scheme_progress_effect = {
		SKILL = stewardship
	}
	ep3_actor_scheme_modifier_effect = yes
}
scope:recipient = {
	if = {
		limit = {
			is_ai = yes
		}
		add_opinion = {
			target = scope:actor
			modifier = mentoring_governor_opinion
		}
	}
	custom_tooltip = teach_governor_recipient_reward_tt
}
on_decline = scope:actor = {
	if = {
		limit = {
			is_ai = yes
		}
		add_opinion = {
			target = scope:recipient
			modifier = insulted_opinion
			opinion = -10
		}
	}
	else = {
		trigger_event = scheme_critical_moments.8046
	}
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Category
Vassal actions
Cost: Influence
30
Again on the same character
after 15 years
Starts the scheme
Mentor in Governance
In the menu
under More…
ID
start_teach_governor_interaction

Source: game/common/character_interactions/06_ep3_scheme_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.

Spotted a mistake on this page?