Interaction · Friendly actions
Send a Gift of Herd
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 > 0or
All of these
- Your culture:
has_innovation = innovation_ledger
capital_county.title_province.combined_building_level <= 4
- Your culture:
or
All of these
- Your culture:
has_innovation = innovation_baliffs
capital_county.title_province.combined_building_level <= 6
- Your culture:
or
All of these
- Your culture:
has_innovation = innovation_guilds
capital_county.title_province.combined_building_level <= 9
- Your culture:
or
All of these
- Your culture:
has_innovation = innovation_cranes
capital_county.title_province.combined_building_level <= 12
- Your culture:
- The target is not you
- Your Government is Nomadic
The character you target
- Government is Nomadic
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.
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.
| Reason | Amount |
|---|---|
| Base | 0 |
| 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 = involvedhas_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
has_activity_intent = befriend_attendee_intentintent_target ?= scope:target_charintent_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
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
- The character you target: Opinion: Received Gift of Herd
When it is accepted automatically
- The character you target: Event mpo_interactions_events.0020
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.