Interaction · Religious actions
Demand Conversion
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.
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.
| Reason | Amount |
|---|---|
| Base | -10 |
| Their opinion of you | varies |
Both …, and you are …when
| varies |
| Difference between the recipient's and your Diplomacy Skill | varies |
| The recipient is Cynical | +30 |
| The recipient is Stubborn | -30 |
Intimidated by youwhen
| intimidated_external_reason_value |
Terrified of youwhen
| cowed_external_reason_value |
Wants to increase House Unitywhen
| 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 targetor
Is a vassal (or below) of youor
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
- Where:
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
- Where:
- The character you target:
- 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).