Interaction · Vassal actions
Negotiate Obedience
Offer Gold or Herd, or utilise a Hook to make a Character Obedient
What you need
You
To send it
- Is not at war with the target
If
- The character you target:
- Is landed
- Is not an Independent Ruler
Then
- The character you target: Is a vassal (or below) of you
Else if
- The character you target: Is an Independent Ruler
Then
- You: Must be a Neighboring Ruler (excluding disconnected Tributaries)
- The character you target:
Also needed: not imprisoned
To see it in the menu
- Government allows: obedience
- If played by the AI:
- You have 350
primary_title.tier >= tier_duchy
The character you target
- Is played by the AI
obedience_target ?= scope:actoris_obedient = no
Negotiate Obedience is a vassal character interaction in Crusader Kings III. You need: Is not imprisoned and Is not at war with the target. The AI weighs it. Reasons the AI weighs include Hook used (+100), Gold sent (+100), Herd sent (+100) and 18 more. It costs Prestige (from 150). Patch 1.20.1.2, from game/common/character_interactions/09_mpo_interactions.txt.
Quick answers (3)
- What are the requirements for Negotiate Obedience in CK3?
- You: Is not imprisoned and Is not at war with the target. (patch 1.20.1.2)
- How do I get the AI to accept Negotiate Obedience?
- The AI weighs it. Its reasons: Hook used +100, Gold sent +100, Herd sent +100, Your Dominance +5, Your Dominance +10, Your Dominance +20, Your Dominance +100, Your Legitimacy -30, Your Legitimacy -20, Your Legitimacy +5, Your Legitimacy +15, Your Legitimacy +30, The recipient's Boldness, The recipient's Greed, The recipient's Honor, They is Brave -20, They is Arrogant -50, They is Trusting +25, They is Disloyal -50, They has a larger Herd than you -500, They has a more powerful Army than you -500, They is Craven +10, They is Content +10, The current Steppe Season forces characters to stick together +25, Intimidated by you and Terrified of you.
- How much does Negotiate Obedience cost?
- Prestige (from 150) (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 | -95 |
Hook usedwhen
| +100 |
Gold sentwhen
| +100 |
Herd sentwhen
| +100 |
Your Dominancewhen
| +5 |
Your Dominancewhen
| +10 |
Your Dominancewhen
| +20 |
Your Dominancewhen
| +100 |
Your Legitimacywhen
| -30 |
Your Legitimacywhen
| -20 |
Your Legitimacywhen
| +5 |
Your Legitimacywhen
| +15 |
Your Legitimacywhen
| +30 |
The recipient's Boldnesswhen
| varies |
The recipient's Greedwhen
| varies |
The recipient's Honorwhen
| varies |
| They is Brave | -20 |
| They is Arrogant | -50 |
| They is Trusting | +25 |
| They is Disloyal | -50 |
They has a larger Herd than youwhen
| -500 |
They has a more powerful Army than youwhen
| -500 |
| They is Craven | +10 |
| They is Content | +10 |
The current Steppe Season forces characters to stick togetherwhen
| +25 |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
Acceptance (ai_accept) (200 lines of game script)
base = -95
modifier = {
trigger = {
scope:hook ?= yes
}
add = 100
desc = MIGRATION_HOOK_USED
}
modifier = {
trigger = {
scope:gold ?= yes
}
add = 100
desc = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE_TT
}
modifier = {
trigger = {
scope:herd ?= yes
}
add = 100
desc = TRADE_HERD_FOR_BETTER_AI_ACCEPTANCE_TT
}
modifier = {
add = 5
scope:actor = {
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = meritocratic_bureaucracy_1
}
}
desc = DEMAND_OBEDIENCE_INTERACTION_DOMINANCE_ACCEPTANCE
}
modifier = {
add = 10
scope:actor = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = meritocratic_bureaucracy_2
}
}
desc = DEMAND_OBEDIENCE_INTERACTION_DOMINANCE_ACCEPTANCE
}
modifier = {
add = 20
scope:actor = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = meritocratic_bureaucracy_3
}
}
desc = DEMAND_OBEDIENCE_INTERACTION_DOMINANCE_ACCEPTANCE
}
modifier = {
add = 100
scope:actor = {
has_realm_law = nomadic_authority_5
}
desc = DEMAND_OBEDIENCE_INTERACTION_DOMINANCE_ACCEPTANCE
}
modifier = {
add = -30
scope:actor = {
legitimacy_level = 1
}
desc = DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE
}
modifier = {
add = -20
scope:actor = {
legitimacy_level = 2
}
desc = DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE
}
modifier = {
add = 5
scope:actor = {
legitimacy_level = 3
}
desc = DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE
}
modifier = {
add = 15
scope:actor = {
legitimacy_level = 4
}
desc = DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE
}
modifier = {
add = 30
scope:actor = {
legitimacy_level = 5
}
desc = DEMAND_OBEDIENCE_INTERACTION_LEGITIMACY_ACCEPTANCE
}
modifier = {
add = {
value = ai_boldness
multiply = -1
divide = 2
}
NOT = {
ai_boldness = 0
}
desc = ARTIFACT_BOLDNESS_REASON
}
modifier = {
add = {
value = ai_greed
multiply = -1
divide = 2
}
ai_greed > 0
desc = ARTIFACT_GREED_REASON
}
modifier = {
add = {
value = ai_honor
divide = 4
}
NOT = {
ai_honor = 0
}
desc = ARTIFACT_HONOR_REASON
}
modifier = {
add = -20
scope:recipient = {
has_trait = brave
}
desc = BLACKMAIL_INTERACTION_BRAVE_ACCEPTANCE
}
modifier = {
add = -50
scope:recipient = {
has_trait = arrogant
}
desc = BLACKMAIL_INTERACTION_ARROGANT_ACCEPTANCE
}
modifier = {
add = 25
scope:recipient = {
has_trait = trusting
}
desc = BLACKMAIL_INTERACTION_TRUSTING_ACCEPTANCE
}
modifier = {
add = -50
scope:recipient = {
has_trait = disloyal
}
desc = DEMAND_OBEDIENCE_INTERACTION_DISLOYAL_ACCEPTANCE
}
modifier = {
add = -500
scope:actor = {
government_has_flag = government_is_nomadic
}
scope:recipient = {
exists = domicile
domicile.herd >= 100
domicile.herd > scope:actor.domicile.herd
}
desc = DEMAND_OBEDIENCE_INTERACTION_HERD_ACCEPTANCE
}
modifier = {
add = -500
scope:recipient = {
current_military_strength >= 100
current_military_strength > scope:actor.current_military_strength
}
desc = DEMAND_OBEDIENCE_INTERACTION_MILITARY_MIGHT_ACCEPTANCE
}
modifier = {
add = 10
scope:recipient = {
has_trait = craven
}
desc = BLACKMAIL_INTERACTION_CRAVEN_ACCEPTANCE
}
modifier = {
add = 10
scope:recipient = {
has_trait = content
}
desc = DEMAND_OBEDIENCE_INTERACTION_CONTENT_ACCEPTANCE
}
modifier = {
add = 25
any_character_situation = {
any_situation_sub_region = {
has_sub_region_phase_parameter = the_great_steppe_easier_obedience
any_situation_sub_region_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = scope:actor
}
}
}
desc = DEMAND_OBEDIENCE_INTERACTION_ZUD_ACCEPTANCE
}
bp2_hostage_dread_modifier = yesAs written in game/common/character_interactions/09_mpo_interactions.txt.
What happens
If they accept
If
- The option “gold” is chosen
Then
- Pay gold to the target
If
- The option “herd” is chosen
Then
If a check the game hides passes: the same again (1 line)
pay_herd = { target = scope:recipient value = domicile.medium_herd_value }
Otherwise
pay_herd = { target = scope:recipient value = domicile.medium_herd_value }
- The character you target: Opinion: Sworn Obedience
Options when sending
- Use a Hook
- Bribe with … Gold
- Bribe with … Herd
• 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_allows = obedience
trigger_if = {
limit = {
is_ai = yes
}
prestige >= major_prestige_value
primary_title.tier >= tier_duchy
}
is_shown = scope:recipient = {
is_ai = yes
obedience_target ?= scope:actor
is_obedient = no
}As written in game/common/character_interactions/09_mpo_interactions.txt.
Can be sent when (is_valid…) (33 lines of game script)
scope:actor = {
is_imprisoned = no
NOT = {
is_at_war_with = scope:recipient
}
}
trigger_if = {
limit = {
scope:recipient = {
is_landed = yes
is_independent_ruler = no
}
}
scope:recipient = {
is_vassal_or_below_of = scope:actor
}
}
trigger_else_if = {
limit = {
scope:recipient = {
is_independent_ruler = yes
}
}
scope:actor = {
custom_tooltip = {
text = mpo_interaction_not_neighbouring_tt
any_land_neighboring_realm_with_tributaries_owner = {
this = scope:recipient
}
}
}
}
trigger_else = { }As written in game/common/character_interactions/09_mpo_interactions.txt.
Effects (on_send, on_accept, on_decline) (56 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = mpo_demand_obedience_interaction_toast
left_icon = scope:recipient
if = {
limit = {
scope:hook = yes
has_usable_hook = scope:recipient
}
use_hook = scope:recipient
}
if = {
limit = {
scope:gold = yes
}
pay_short_term_gold = {
target = scope:recipient
gold = medium_gold_value
}
}
if = {
limit = {
scope:herd = yes
}
if = {
limit = {
exists = scope:recipient.domicile
}
pay_herd = {
target = scope:recipient
value = domicile.medium_herd_value
}
}
else = {
show_as_tooltip = {
pay_herd = {
target = scope:recipient
value = domicile.medium_herd_value
}
}
hidden_effect = {
domicile = {
change_herd = medium_herd_loss
}
}
}
}
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = obedience_opinion
}
}
}
}As written in game/common/character_interactions/09_mpo_interactions.txt.
- Category
- Vassal actions
- Cost: Prestige
- from 150
- Again on the same character
- after 10 years
- In the menu
- main list
- ID
mpo_negotiate_obedience_interaction
Source: game/common/character_interactions/09_mpo_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.