Interaction · Landless adventurer actions
Procure Estate
Gain a Domicile and a Noble Family Title within a Realm, becoming an Unlanded Vassal to its Top Liege.
What you need
You
To send it
- Is an Independent Ruler
- Prestige level at least 2
- Is not a House Head
- … Capital is in range of their Camp.
- Exiled
To see it in the menu
- Your Government is Adventurer
- The target is not you
The character you target
To send it
- Does not have a Strong Hook on you
is_contact_of = scope:actor
To see it in the menu
- Is landed
- Government allows: noble families
Procure Estate is a landless adventurer character interaction in Crusader Kings III. You need: Is an Independent Ruler, Prestige level at least 2, Is not a House Head and 1 more. The character you target needs: Does not have a Strong Hook on you. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Your Rite differs from the recipient's State Rite (-20), You Culture is shared by the recipient's Capital (+10), Your Dynasty's Level of Splendor (-10) and 17 more. It costs Gold (from 1,000), Prestige (varies), Piety (varies). It needs Roads to Power. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_laamp_interactions.txt.
Quick answers (3)
- What are the requirements for Procure Estate in CK3?
- You: Is an Independent Ruler, Prestige level at least 2, Is not a House Head and Exiled. The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- How do I get the AI to accept Procure Estate?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: … Opinion of …, Your Rite differs from the recipient's State Rite -20, You Culture is shared by the recipient's Capital +10, Your Dynasty's Level of Splendor -10, Your Dynasty's Level of Splendor +10, Your Dynasty's Level of Splendor +20, Your Dynasty's Level of Splendor +30, You and the recipient have no familial ties -15, Camp Purpose is Freebooters -50, Camp Purpose is Legitimists +25, Gallowsbait -10, Gallowsbait -5, Gallowsbait -20, Gallowsbait -50, Your Claims in … +5, Your Claims challenge … +20, Your Claims on the recipient's Titles -50, The recipient needs Gold +10, The recipient needs Gold +20, The recipient needs Piety +20 and The recipient needs Prestige +20.
- How much does Procure Estate cost?
- Gold (from 1,000), Prestige (varies), Piety (varies) (patch 1.20.1.2).
Will they accept?
Accepted automatically when:
- They use their Hook on …
Otherwise 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 |
| … Opinion of … | varies |
Your Rite differs from the recipient's State Ritewhen
| -20 |
| You Culture is shared by the recipient's Capital | +10 |
Your Dynasty's Level of Splendorwhen
| -10 |
Your Dynasty's Level of Splendorwhen
| +10 |
Your Dynasty's Level of Splendorwhen
| +20 |
Your Dynasty's Level of Splendorwhen
| +30 |
You and the recipient have no familial tieswhen
| -15 |
Camp Purpose is Freebooterswhen
| -50 |
Camp Purpose is Legitimistswhen
| +25 |
Gallowsbaitwhen
| -10 |
Gallowsbaitwhen
| -5 |
Gallowsbaitwhen
| -20 |
Gallowsbaitwhen
| -50 |
Your Claims in …when
| +5 |
Your Claims challenge …when
| +20 |
Your Claims on the recipient's Titleswhen
| -50 |
The recipient needs Goldwhen
| +10 |
The recipient needs Goldwhen
| +20 |
The recipient needs Pietywhen
| +20 |
The recipient needs Prestigewhen
| +20 |
Acceptance (ai_accept) (269 lines of game script)
base = 0
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
desc = AI_OPINION_REASON
}
modifier = {
add = -20
desc = PROCURE_ESTATE_STATE_FAITH_REASON
exists = scope:recipient.top_liege.primary_title.state_rite
scope:actor.rite = {
this != scope:recipient.top_liege.primary_title.state_rite
}
scope:recipient.rite = {
this = scope:recipient.top_liege.primary_title.state_rite
}
scope:piety_option = no
}
modifier = {
add = 10
desc = PROCURE_ESTATE_SAME_CULTURE_AS_CAPITAL_REASON
scope:recipient.capital_county.culture = {
this = scope:actor.culture
}
}
modifier = {
add = -10
scope:actor.dynasty = {
dynasty_prestige_level < 2
}
desc = PROCURE_ESTATE_DYNASTY_PRESTIGE_LEVEL_REASON
}
modifier = {
add = 10
scope:actor.dynasty = {
dynasty_prestige_level >= 4
dynasty_prestige_level < 7
}
desc = PROCURE_ESTATE_DYNASTY_PRESTIGE_LEVEL_REASON
}
modifier = {
add = 20
scope:actor.dynasty = {
dynasty_prestige_level >= 7
dynasty_prestige_level < 10
}
desc = PROCURE_ESTATE_DYNASTY_PRESTIGE_LEVEL_REASON
}
modifier = {
add = 30
scope:actor.dynasty = {
dynasty_prestige_level >= 10
}
desc = PROCURE_ESTATE_DYNASTY_PRESTIGE_LEVEL_REASON
}
modifier = {
add = -15
desc = PROCURE_ESTATE_SHARED_RELATIVES_REASON
NOR = {
scope:actor.house ?= {
any_house_member = {
is_close_or_extended_family_of = scope:recipient
}
}
scope:actor = {
any_close_or_extended_family_member = {
is_close_or_extended_family_of = scope:recipient
}
}
scope:recipient.house ?= {
any_house_member = {
is_close_or_extended_family_of = scope:actor
}
}
scope:recipient = {
any_spouse = {
is_close_or_extended_family_of = scope:actor
}
}
scope:actor = {
any_spouse = {
is_close_or_extended_family_of = scope:recipient
}
}
scope:actor.dynasty = {
this = scope:recipient.dynasty
}
}
}
modifier = {
add = -50
desc = PROCURE_ESTATE_BRIGANDS_REASON
scope:actor = {
has_realm_law = camp_purpose_brigands
}
}
modifier = {
add = 25
desc = PROCURE_ESTATE_LEGITIMISTS_REASON
scope:actor = {
has_realm_law = camp_purpose_legitimists
}
}
modifier = {
add = -10
desc = PROCURE_ESTATE_GALLOWSBAIT_REASON
scope:actor = {
has_trait = gallowsbait
}
}
modifier = {
add = -5
desc = PROCURE_ESTATE_GALLOWSBAIT_REASON
scope:actor = {
has_trait = gallowsbait
NOR = {
has_trait_xp = {
trait = gallowsbait
track = bandit
value < 40
}
has_trait_xp = {
trait = gallowsbait
track = trickster
value < 40
}
has_trait_xp = {
trait = gallowsbait
track = thief
value < 40
}
has_trait_xp = {
trait = gallowsbait
track = poacher
value < 40
}
has_trait_xp = {
trait = gallowsbait
track = marauder
value < 40
}
}
}
}
modifier = {
add = -20
desc = PROCURE_ESTATE_GALLOWSBAIT_REASON
scope:actor = {
has_trait = gallowsbait
OR = {
has_trait_xp = {
trait = gallowsbait
track = bandit
value >= 40
}
has_trait_xp = {
trait = gallowsbait
track = trickster
value >= 40
}
has_trait_xp = {
trait = gallowsbait
track = thief
value >= 40
}
has_trait_xp = {
trait = gallowsbait
track = poacher
value >= 40
}
has_trait_xp = {
trait = gallowsbait
track = marauder
value >= 40
}
}
NOR = {
has_trait_xp = {
trait = gallowsbait
track = bandit
value < 80
}
has_trait_xp = {
trait = gallowsbait
track = trickster
value < 80
}
has_trait_xp = {
trait = gallowsbait
track = thief
value < 80
}
has_trait_xp = {
trait = gallowsbait
track = poacher
value < 80
}
has_trait_xp = {
trait = gallowsbait
track = marauder
value < 80
}
}
}
}
modifier = {
add = -50
desc = PROCURE_ESTATE_GALLOWSBAIT_REASON
scope:actor = {
has_trait = gallowsbait
OR = {
has_trait_xp = {
trait = gallowsbait
track = bandit
value >= 80
}
has_trait_xp = {
trait = gallowsbait
track = trickster
value >= 80
}
has_trait_xp = {
trait = gallowsbait
track = thief
value >= 80
}
has_trait_xp = {
trait = gallowsbait
track = poacher
value >= 80
}
has_trait_xp = {
trait = gallowsbait
track = marauder
value >= 80
}
}
}
}
modifier = {
add = 5
desc = PROCURE_ESTATE_CLAIMS_REASON
scope:actor = {
any_claim = {
save_temporary_scope_as = laamp_claim_temp
scope:recipient.top_liege.primary_title = {
is_de_jure_liege_or_above_target = scope:laamp_claim_temp
}
NOT = {
holder ?= scope:recipient
}
}
}
}
modifier = {
add = 20
desc = PROCURE_ESTATE_IMPERIAL_CLAIMS_REASON
scope:actor = {
any_claim = {
save_temporary_scope_as = laamp_claim_temp
this = scope:recipient.top_liege.primary_title
NOT = {
holder ?= scope:recipient
}
scope:recipient = {
NOR = {
has_any_good_relationship_with_character_trigger
# … (cut here; the rest is in the file)As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
What happens
If they accept
If
- The option “piety option” is chosen
Then
- If your faith is the same as that of recipient:
set_character_faith = scope:recipient.faithset_character_rite = scope:recipient.rite
- The character you target:
add_piety = { value = procure_estate_interaction_cost_base_piety multiply = 0.5 }
Else if
- The option “gold option” is chosen
Then
- Pay 1000 gold to the target
Otherwise
- The character you target:
add_prestige = { value = procure_estate_interaction_cost_base_prestige multiply = 0.25 }
- The character you target: Influence -60
- You:
If
- Your house › Any house member:
- Any held title: The … is a Noble Family Title
top_liege = scope:recipient.top_liege
Then
- You:
- Gain +350 Prestige
hidden_effect_new_object = { … }- One random artifact:
- Where:
- Banner dynasty is scope:actor.dynasty
artifact_owner = { … }None of these
- Any artifact house claimant:
scope:new_house ?= this
- Any artifact house claimant:
- The new house:
add_house_artifact_claim = scope:new_branch_dynasty_banner
- Where:
If
- You › Any character struggle:
involvement = involvedphase_has_catalyst = catalyst_cadet_branch_created
Then
- Every character struggle:
involvement = involvedactivate_struggle_catalyst = { catalyst = catalyst_cadet_branch_created character = scope:actor }log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
- You › Any character struggle:
If
- Government allows: noble families
Then
If
- The government giver: Government allows: noble families
Then
- The new noble family holder:
If
None of these
- Any held title: The … is a Noble Family Title
Then
give_noble_family_title_effect = { GOVERNMENT_GIVER = scope:government_giver }
- The new title’s holder:
If
- Is not landed
scope:liege.highest_held_title_tier > highest_held_title_tier
Then
change_liege = { liege = scope:liege change = scope:change }
- Becomes head of a new Noble Family
- Every player:
- Where:
top_liege = scope:new_noble_family_holder.top_liege- Government does not allow: merit
- Event ep3_emperor_yearly.2410 (after 1 days)
- Where:
- Influence +100
- Your house › Any house member:
If they refuse
Options when sending
- Use a Hook
- Impress with your Prestige
- Bribe with Gold
- Assure with your Piety
Events it fires: ep3_emperor_yearly.2410, ep3_interactions_events.0611
• 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) (9 lines of game script)
is_shown = scope:actor = {
government_has_flag = government_is_landless_adventurer
}
has_ep3_dlc_trigger = yes
scope:recipient = {
is_landed = yes
government_allows = noble_families
}
scope:recipient != scope:actorAs written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Can be sent when (is_valid…) (56 lines of game script)
scope:actor = {
top_liege = this
prestige_level >= 2
custom_tooltip = {
text = NOT_IS_HOUSE_HEAD
house.house_head ?= {
OR = {
this = scope:actor
is_ruler = no
}
}
}
}
trigger_if = {
limit = {
scope:recipient = {
highest_held_title_tier < tier_duchy
}
}
custom_description = {
text = procure_estate_low_rank_tt
always = no
}
}
trigger_if = {
limit = {
scope:actor = {
is_at_war_with = scope:recipient
}
}
custom_description = {
text = procure_estate_at_war_tt
always = no
}
}
scope:recipient = {
NOT = {
has_strong_hook = scope:actor
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
scope:recipient = {
is_contact_of = scope:actor
}
custom_tooltip = {
text = the_wake_1
NOT = {
is_laamp_exiled_from_province_trigger = {
PROVINCE = scope:recipient.capital_province
LAAMP = scope:actor
}
}
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
Effects (on_send, on_accept, on_decline) (26 lines of game script)
on_accept = scope:actor = {
save_scope_as = adventurer
procure_estate_interaction_effect = yes
create_character_memory = {
type = procured_estate_memory
participants = {
benefactor = scope:recipient
}
}
if = {
limit = {
is_ai = no
}
add_achievement_global_variable_effect = {
VARIABLE = started_from_the_bottom_now_were_ere_procure
VALUE = yes
}
}
}
scope:actor = {
trigger_event = ep3_interactions_events.0610
}
on_decline = scope:actor = {
save_scope_as = adventurer
trigger_event = ep3_interactions_events.0611
}As written in game/common/character_interactions/06_ep3_laamp_interactions.txt.
- Category
- Landless adventurer actions
- Cost: Gold
- from 1,000
- Cost: Prestige
- varies
- Cost: Piety
- varies
- Again on the same character
- after 10 years
- DLC
- Roads to Power
- In the menu
- under More…
- ID
procure_estate_interaction
Source: game/common/character_interactions/06_ep3_laamp_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.