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

Interaction · Landless adventurer actions

Procure Estate

from 1,000GoldvariesPrestigevariesPietyRoads to PowerAccepted automatically in some cases; otherwise the AI weighs it

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

To see it in the menu

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.

for a guide, post or blog
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.

ReasonAmount
Base0
… Opinion of …varies
Your Rite differs from the recipient's State Rite
when
  • The option “piety option” is not chosen
-20
You Culture is shared by the recipient's Capital+10
Your Dynasty's Level of Splendor
when
-10
Your Dynasty's Level of Splendor
when
+10
Your Dynasty's Level of Splendor
when
+20
Your Dynasty's Level of Splendor
when
+30
You and the recipient have no familial ties
when
  • None of these

    • Your house › Any house member: Is family of the target
    • You › Any close or extended family member: Is family of the target
    • The target’s house › Any house member: Is family of you
    • The character you target › Any spouse: Is family of you
    • You › Any spouse: Is family of the target
    • Your dynasty:
      • this = scope:recipient.dynasty
-15
Camp Purpose is Freebooters
when
-50
Camp Purpose is Legitimists
when
+25
Gallowsbait
when
-10
Gallowsbait
when
-5
Gallowsbait
when
-20
Gallowsbait
when
-50
Your Claims in …
when
  • Any claim:
    • The target’s top liege’s primary title:
      • is_de_jure_liege_or_above_target = scope:laamp_claim_temp
    • NOT = { holder ?= scope:recipient }
+5
Your Claims challenge …
when
  • Any claim:
    • NOT = { holder ?= scope:recipient }
    • The character you target:
      • None of these

        • One of these

          • One of these

            • has_relation_potential_lover = scope:recipient.top_liege
            • or

              has_relation_crush = scope:recipient.top_liege
            • or

              has_relation_potential_friend = scope:recipient.top_liege
            • or

              has_relation_guardian = scope:recipient.top_liege
            • or

              has_relation_ward = scope:recipient.top_liege
            • or

              has_relation_elder = scope:recipient.top_liege
            • or

              has_relation_disciple = scope:recipient.top_liege
          • or

            One of these

            • has_relation_lover = scope:recipient.top_liege
            • or

              has_relation_friend = scope:recipient.top_liege
        • Opinion of recipient.top_liege at least -20
        • is_allied_to = scope:recipient.top_liege
+20
Your Claims on the recipient's Titles
when
  • Any claim:
    • holder ?= scope:recipient
-50
The recipient needs Gold
when
  • The option “gold option” is not chosen
  • The character you target:
    • gold <= minor_gold_value
+10
The recipient needs Gold
when
  • The option “gold option” is chosen
  • The character you target:
    • gold <= minor_gold_value
+20
The recipient needs Piety
when
  • The option “piety option” is chosen
  • The character you target: Piety level at most 0
+20
The recipient needs Prestige
when
  • The option “prestige option” is chosen
  • The character you target: Prestige level at most 0
+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.faith
      • set_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

    Else if

    Then

    • The character you target: Gain a Favor on you

    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
          • The new house:
            • add_house_artifact_claim = scope:new_branch_dynasty_banner
        • If

          • You › Any character struggle:
            • involvement = involved
            • phase_has_catalyst = catalyst_cadet_branch_created

          Then

          • Every character struggle:
            • involvement = involved
            • activate_struggle_catalyst = { catalyst = catalyst_cadet_branch_created character = scope:actor }
            • log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
        • If

          a check the game hides

          Then

          • Every child:
            • Where:
              • Has the Trait: Bastard
              • Not: Is Lowborn
              • Is of the same dynasty as the new head
              • house = scope:new_house
            • set_house = scope:new_house
        • If

          • Government allows: noble families
          • One of these

            • Highest held Title is at least main administrative tier Rank
            • or

              All of these

              • Their government has the government has county tier noble families flag
              • Highest held Title is at least County Rank

          Then

          • If

            • The government giver: Government allows: noble families

            Then

            • The new noble family holder:
              • If

                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)
          • Influence +100

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:actor

As 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.

Spotted a mistake on this page?