CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Religious actions

Demand Conversion

No costThe AI weighs itnot in the character menu

Demand that the recipient converts to your Faith (From … to …)

What you need

You

  • Your culture is not the target’s
  • scope:recipient.liege ?= scope:actor

Demand Conversion is a religious character interaction in Crusader Kings III. The AI weighs it. Reasons the AI weighs include The recipient is Cynical (+30) and The recipient is Stubborn (-30). Patch 1.20.1.2, from game/common/character_interactions/00_culture_interactions.txt.

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Quick answers (1)
How do I get the AI to accept Demand Conversion?
The AI weighs it. Its reasons: Both …, and you are …, Difference between the recipient's and your Diplomacy Skill, The recipient is Cynical +30, The recipient is Stubborn -30, Intimidated by you, Terrified of you and Wants to increase House Unity.

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
Base-10
Their opinion of youvaries
Both …, and you are …
when
  • root.prestige_level > 0
  • The target’s culture is your
varies
Difference between the recipient's and your Diplomacy Skillvaries
The recipient is Cynical
when
+30
The recipient is Stubborn
when
-30
Intimidated by you
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 1 }
intimidated_external_reason_value
Terrified of you
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 2 }
cowed_external_reason_value
Wants to increase House Unity
when
varies
Acceptance (ai_accept) (60 lines of game script)
base = -10
opinion_modifier = {
	opinion_target = scope:actor
	who = scope:recipient
	multiplier = 1
}
modifier = {
	desc = ASK_FOR_CONVERSION_SAME_CULTURE_PRESTIGE_LEVEL
	add = {
		value = 10
		multiply = scope:actor.prestige_level
	}
	scope:actor.prestige_level > 0
	scope:recipient.culture = scope:actor.culture
}
modifier = {
	desc = ASK_FOR_CONVERSION_RECIPIENT_DIPLOMACY
	add = {
		value = scope:actor.diplomacy
		subtract = scope:recipient.diplomacy
		multiply = 5
	}
}
modifier = {
	desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
	add = 30
	scope:recipient = {
		has_trait = cynical
	}
}
modifier = {
	desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN
	add = -30
	scope:recipient = {
		has_trait = stubborn
	}
}
modifier = {
	add = intimidated_external_reason_value
	scope:recipient = {
		has_dread_level_towards = {
			target = scope:actor
			level = 1
		}
	}
	desc = INTIMIDATED_REASON
}
modifier = {
	add = cowed_external_reason_value
	scope:recipient = {
		has_dread_level_towards = {
			target = scope:actor
			level = 2
		}
	}
	desc = COWED_REASON
}
evaluate_action_increasing_house_unity = {
	VALUE = 100
}

As written in game/common/character_interactions/00_culture_interactions.txt.

What happens

If they accept

  • The character you target › Every spouse:
    • Where:
      • One of these

        • Is a courtier of you
        • or

          Is a courtier of the target
        • or

          Is a vassal (or below) of you
        • or

          Is a vassal (or below) of the target
      • Your culture: Any parent culture:
    • If

      • culture = domicile.domicile_culture

      Then

      • Their domicile:
        • set_domicile_culture = scope:actor.culture
    • Adopts the … Culture
  • If

    • The character you target:
      • Is a ruler
      • Any close or extended family member:
        • court_owner ?= scope:recipient
        • Their culture is the same as that of actor
        • Is played by the AI

    Then

    • The character you target › All … Family Members that … employs:
      • Where:
        • court_owner ?= scope:recipient
        • Their culture is the same as that of actor
        • Is played by the AI
        • Your culture: Any parent culture:
      • If

        • culture = domicile.domicile_culture

        Then

        • Their domicile:
          • set_domicile_culture = scope:actor.culture
      • Adopts the … Culture
  • The character you target:
    • If

      • culture = domicile.domicile_culture

      Then

      • Their domicile:
        • set_domicile_culture = scope:actor.culture
    • Adopts the … Culture
  • The character you target › Every vassal:
    • Only some of them (the filter is in the script below)
    • Starts the interaction “Demand Conversion”

• 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) (2 lines of game script)
is_shown = scope:actor.culture != scope:recipient.culture
scope:recipient.liege ?= scope:actor

As written in game/common/character_interactions/00_culture_interactions.txt.

Effects (on_send, on_accept, on_decline) (5 lines of game script)
on_accept = new_culture_created_vassal_conversion_effect = {
	CONVERTEE = scope:recipient
	CONVERTER = scope:actor
	CULTURE = scope:actor.culture
}

As written in game/common/character_interactions/00_culture_interactions.txt.

Category
Religious actions
In the menu
no (opened from elsewhere)
ID
request_culture_conversion_interaction

Source: game/common/character_interactions/00_culture_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. “…” marks words the game fills in at play time (a name, a title).

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