Interaction · Vassal actions
Mentor in Governance (Scheme)
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:
- The target is not you
The character you target
top_liege ?= scope:actor.top_liegein_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.
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.
| Reason | Amount |
|---|---|
| Base | 0 |
| Their opinion of you × 0.25 | varies |
| Relative Governor Trait Experience | varies |
The recipient looks up to a Powerful Familywhen
| +15 |
The recipient dare not refuse a Dominant Familywhen
| +25 |
The recipient belong to a Powerful Familywhen
| -15 |
The recipient belong to a Dominant Familywhen
| -25 |
Difference in Level of Influencewhen
| varies |
Relative House Family Ratingwhen
| varies |
They is your Friendwhen
| +15 |
They is your Best Friendwhen
| +30 |
They is your Rivalwhen
| -25 |
They is your Nemesiswhen
| -50 |
We are Close Familywhen
| +50 |
We are Extended Familywhen
| +25 |
You … of their Housewhen
| +5 |
| Relative age | varies |
| Ambitious | +10 |
| Diligent | +10 |
| Humble | +10 |
| Content | -10 |
| Lazy | -10 |
| Arrogant | -10 |
A scripted reasonwhen
| -50 |
They is your Disciplewhen
| +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
- You: Has the Trait: Golden Sovereign
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 played by the AI: Opinion: Mentoring Governance
- If Scheme is successful, will gain Governor Trait Experience and Opinion
If they refuse
- If played by the AI: Opinion: Insulted Me (-10)
- Otherwise: Event scheme_critical_moments.8046
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.