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

Send a Gift of Herd

No costAccepted automatically in some cases; otherwise the AI weighs it

Send a gift of Herd to increase the recipient's Opinion of you

What you need

You

To send it

  • root.domicile.herd >= herd_gift_value

To see it in the menu

  • If played by the AI:
    • Ai greed less than 35
    • domicile.herd >= { value = major_herd_value_static multiply = 3 }
    • Is available (an adult, not imprisoned, not incapable, not in an army)
    • Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux
    • You are currently busy …
    • You are already planning another Activity
    • Does not have “conqueror” (a variable the game's script sets)
    • Not all of these

      • Is landed
      • Highest held Title is at least County Rank
      • Does not have “conqueror” (a variable the game's script sets)
      • Your government is not Nomadic
      • One of these

        • capital_county.title_province.free_building_slots > 0
        • or

          All of these

          • Your culture:
            • has_innovation = innovation_ledger
          • capital_county.title_province.combined_building_level <= 4
        • or

          All of these

          • Your culture:
            • has_innovation = innovation_baliffs
          • capital_county.title_province.combined_building_level <= 6
        • or

          All of these

          • Your culture:
            • has_innovation = innovation_guilds
          • capital_county.title_province.combined_building_level <= 9
        • or

          All of these

          • Your culture:
            • has_innovation = innovation_cranes
          • capital_county.title_province.combined_building_level <= 12
  • The target is not you
  • Your Government is Nomadic

The character you target

Send a Gift of Herd is a friendly character interaction in Crusader Kings III. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Herd is Good (+100). Patch 1.20.1.2, from game/common/character_interactions/09_mpo_interactions.txt.

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Quick answers (1)
How do I get the AI to accept Send a Gift of Herd?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Herd is Good +100.

Will they accept?

Accepted automatically when:

  • It is in … best interests

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
Herd is Good+100
Acceptance (ai_accept) (5 lines of game script)
base = 0
modifier = {
	add = 100
	desc = HERD_REASON
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

What happens

If they accept

  • The character you target:
    • If

      • Not all of these

        • Has you as friend
        • Has you as lover
        • Has you as soulmate
        • Has you as best friend

      Then

      • If

        • Not all of these

          • Their culture is the same as that of puppet or actor
          • Their faith is the same as that of puppet or actor
        • You › Any character struggle:
          • involvement = involved
        • Any character struggle:
          • involvement = involved
          • has_struggle_phase_parameter = struggle_gifts_involved_diff_faith_culture_leads_to_friendship

        Then

        • If

          • Has the target char as potential friend
          • Does not have the target char as friend
          • Does not have the target char as best friend
          • Does not have the target char as rival
          • Does not have the target char as nemesis

          Then

          • If a check the game hides passes: the same again (1 line)
            Else if a check the game hides passes: the same again (1 line)
            Else if a check the game hides passes: the same again (1 line)

            Otherwise

          • If

            • has_activity_intent = befriend_attendee_intent
            • intent_target ?= scope:target_char
            • intent_target.involved_activity ?= this.involved_activity

            Then

            • complete_activity_intent = yes

          Otherwise

          • If

            • can_set_relation_potential_friend_trigger = { CHARACTER = scope:target_char }
            • If

              • Is played by the AI
              • The target char: Is played by the AI

              Then

              • The target char: Opinion of prev at least -25

              Otherwise

              • always = yes

            Then

            • set_relation_potential_friend = scope:target_char
          • If

            • scope:friend_opinion != 0

            Then

            • If

              • The target char: Is played by the AI

              Then

              • The target char gains the opinion “Friendly” of them
            • Opinion: Friendly
  • If

    • Is played by a person
    • The character you target: Has the opinion “Received Gift of Herd” of you

    Then

    • You have already sent a gift of Herd to …, sending another one will override the existing Opinion modifier!
  • pay_herd = { target = scope:recipient value = domicile.herd_gift_value }
  • Stress and fulfillment impact: by trait: Greedy +40
  • If

    • The character you target: Is not an heir of you

    Then

    • Stress and fulfillment impact: by trait: Generous -30
  • If

    Then

  • The character you target: Opinion: Received Gift of Herd

When it is accepted automatically

Events it fires: mpo_interactions_events.0020

• 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) (25 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	ai_greed < medium_positive_ai_value
	domicile.herd >= {
		value = major_herd_value_static
		multiply = 3
	}
	is_available_at_peace_ai_adult = yes
	NOT = {
		has_variable = conqueror
	}
	ai_should_focus_on_building_in_their_capital = no
}
is_shown = NOT = {
	scope:recipient = scope:actor
}
scope:actor = {
	government_has_flag = government_is_nomadic
}
scope:recipient = {
	government_has_flag = government_is_nomadic
	exists = domicile
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Can be sent when (is_valid…) (1 line of game script)
scope:actor.domicile.herd >= herd_gift_value

As written in game/common/character_interactions/09_mpo_interactions.txt.

Effects (on_send, on_accept, on_decline) (73 lines of game script)
on_accept = scope:recipient = {
	if = {
		limit = {
			NAND = {
				has_relation_friend = scope:actor
				has_relation_lover = scope:actor
				has_relation_soulmate = scope:actor
				has_relation_best_friend = scope:actor
			}
		}
		gifting_leads_towards_friendship_effect = yes
	}
}
scope:actor = {
	if = {
		limit = {
			is_ai = no
			scope:recipient = {
				has_opinion_modifier = {
					target = scope:actor
					modifier = sent_herd_opinion
				}
			}
		}
		custom_tooltip = ALREADY_SENT_GIFT_HERD_WARNING
	}
	send_interface_message = {
		type = event_gold_neutral
		title = gift_interaction_notification
		right_icon = scope:recipient
		pay_herd = {
			target = scope:recipient
			value = domicile.herd_gift_value
		}
		stress_and_fulfillment_impact = {
			greedy = medium_stress_impact_gain
		}
		if = {
			limit = {
				scope:recipient = {
					NOT = {
						is_heir_of = scope:actor
					}
				}
			}
			stress_and_fulfillment_impact = {
				generous = medium_stress_impact_loss
			}
		}
		if = {
			limit = {
				scope:actor = {
					rite = {
						rite_has_parameter = piety_from_gifts_active
					}
				}
			}
			scope:actor = {
				add_piety = minor_piety_gain
			}
		}
		scope:recipient = {
			add_opinion = {
				target = scope:actor
				modifier = sent_herd_opinion
				opinion = sent_herd_opinion_value
			}
		}
	}
}
on_auto_accept = scope:recipient = {
	trigger_event = mpo_interactions_events.0020
}

As written in game/common/character_interactions/09_mpo_interactions.txt.

Category
Friendly actions
In the menu
main list
ID
mpo_gift_herd_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.

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