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

Sponsor Inspiration

No costAccepted automatically in some cases

Sponsor the recipient's Inspiration to start a Project that might lead to you gaining an Artifact. The potential artifact's quality and the cost of sponsorship will vary based on their skills.

What you need

You

To send it

  • can_sponsor_inspiration = scope:recipient.inspiration
  • gold >= scope:recipient.inspiration.base_inspiration_gold_cost

To see it in the menu

  • If played by the AI:
    • One of these

    • Is at not War
    • gold > ai_inspiration_desired_gold_value
    • 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
    • Does not have “conqueror” (a variable the game's script sets)
  • Any courtier or guest:

The character you target

To send it

  • Is not a ruler
  • If

    • Is not a courtier of you

    Then

    • The recruitee:
      • is_hostage = no
      • … is traveling to become a Hostage
      • Already under negotiation to become someone's Ward
      • Already under negotiation to become someone's Guardian
      • If a child: Is an unrelated child
      • None of these

        • Is imprisoned
        • Is Leasing holdings from their Liege
        • is_diarch = yes
        • If

          • Their host: Is played by a person
          • Is not the recruiter’s player heir

          Then

          • is_player_heir_of = host
        • If

          • Their host: Is played by the AI
          • Is not the recruiter’s player heir

          Then

          • is_primary_heir_of = host
        • If

          a check the game hides

          Then

          • is_consort_of = host
        • If

          a check the game hides

          Then

          • Their host: They is pressing … Claim
        • If

          a check the game hides

          Then

          • One of these

            • is_councillor_of = scope:recruitee.host
            • or

              is_knight_of = scope:recruitee.host
            • or

              Any relation:
              • One of these

                • this = scope:recruitee.host
                • or

                  is_close_family_of = scope:recruitee.host
            • or

              Any relation:
              • One of these

                • this = scope:recruitee.host
                • or

                  is_close_family_of = scope:recruitee.host
            • or

              Any relation:
              • One of these

                • this = scope:recruitee.host
                • or

                  is_close_family_of = scope:recruitee.host
            • or

              Any relation:
              • One of these

                • this = scope:recruitee.host
                • or

                  is_close_family_of = scope:recruitee.host
            • or

              Any court position employer:
              • this = scope:recruitee.host
        • If

          Then

        • They is in a Matrilineal marriage and their partner is employed by their liege
        • They is in a Patrilineal marriage and their partner is employed by their liege
        • You recently tried to Imprison They
        • They is a merchant traveling on a nomad ruler's order
  • Also needed: available (not imprisoned, not incapable)

To see it in the menu

  • Is not a ruler
  • inspiration ?= { … }

Sponsor Inspiration is a vassal character interaction in Crusader Kings III. The character you target needs: Is available (not imprisoned, not incapable) and Is not a ruler. Accepted automatically in some cases. Patch 1.20.1.2, from game/common/character_interactions/02_ep1_interactions.txt.

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Quick answers (1)
What are the requirements for Sponsor Inspiration in CK3?
The character you target: Is available (not imprisoned, not incapable) and Is not a ruler. (patch 1.20.1.2)

Will they accept?

Accepted automatically when:

  • It is in … best interests

What happens

If they accept

  • The character you target:
    • If

      • Is not a courtier of you

      Then

      • If

        • Any traveling family member:
          • NOT = { is_in_pool_at = scope:actor.capital_province }
          • Is not a ruler
          • If

            • is_child_of = scope:recipient.host
            • Is a child

            Then

            • dynasty != scope:recipient.host.dynasty

        Then

        • … and … family:
          • Where:
            • NOT = { is_in_pool_at = scope:actor.capital_province }
            • Is not a ruler
            • If

              • is_child_of = scope:recipient.host
              • Is a child

              Then

              • dynasty != scope:recipient.host.dynasty
          • You:
            • add_courtier = prev
      • You:
        • add_courtier = scope:recipient
    • Opinion: Grateful (+40)
  • You:
    • sponsor_inspiration = scope:recipient.inspiration
  • If

    • The target’s inspiration:
      • has_inspiration_type = weapon_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = armor_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = book_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = weaver_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = adventure_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = artisan_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = smith_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = alchemy_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = bow_inspiration

    Then

    Else if

    • The target’s inspiration:
      • has_inspiration_type = religious_artifact_inspiration

    Then

  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

• 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) (32 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	OR = {
		has_royal_court = yes
		government_has_flag = government_is_landless_adventurer
	}
	is_at_war = no
	gold > ai_inspiration_desired_gold_value
	ai_should_focus_on_building_in_their_capital = no
	save_temporary_scope_as = inspiration_sponsor
	NOT = {
		has_character_flag = recently_fund_inspiration
	}
	NOT = {
		has_variable = conqueror
	}
}
is_shown = scope:recipient = {
	is_ruler = no
	inspiration ?= {
		NOT = {
			exists = inspiration_sponsor
		}
	}
}
scope:actor = {
	any_courtier_or_guest = {
		this = scope:recipient
	}
}

As written in game/common/character_interactions/02_ep1_interactions.txt.

Can be sent when (is_valid…) (19 lines of game script)
scope:recipient = {
	is_physically_able = yes
	is_ruler = no
	trigger_if = {
		limit = {
			NOT = {
				is_courtier_of = scope:actor
			}
		}
		can_recruit_character_to_court_trigger = {
			RECRUITER = scope:actor
			RECRUITEE = scope:recipient
		}
	}
}
scope:actor = {
	can_sponsor_inspiration = scope:recipient.inspiration
	gold >= scope:recipient.inspiration.base_inspiration_gold_cost
}

As written in game/common/character_interactions/02_ep1_interactions.txt.

Effects (on_send, on_accept, on_decline) (138 lines of game script)
on_accept = fund_inspiration_effect = yes
if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = weapon_inspiration
		}
	}
	custom_description_no_bullet = {
		text = weapon_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = armor_inspiration
		}
	}
	custom_description_no_bullet = {
		text = armor_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = book_inspiration
		}
	}
	custom_description_no_bullet = {
		text = book_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = weaver_inspiration
		}
	}
	custom_description_no_bullet = {
		text = weaver_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = adventure_inspiration
		}
	}
	custom_description_no_bullet = {
		text = adventure_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = artisan_inspiration
		}
	}
	custom_description_no_bullet = {
		text = artisan_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = smith_inspiration
		}
	}
	custom_description_no_bullet = {
		text = smith_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = alchemy_inspiration
		}
	}
	custom_description_no_bullet = {
		text = alchemy_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = bow_inspiration
		}
	}
	custom_description_no_bullet = {
		text = bow_inspiration_cost_tt
	}
}
else_if = {
	limit = {
		scope:recipient.inspiration = {
			has_inspiration_type = religious_artifact_inspiration
		}
	}
	custom_description_no_bullet = {
		text = religious_artifact_inspiration_cost_tt
	}
}
if = {
	limit = {
		scope:actor = {
			save_temporary_scope_as = inspiration_sponsor
			is_ai = yes
			gold < 1000
			OR = {
				short_term_gold < ai_inspiration_desired_gold_value
				ai_greed >= 50
			}
		}
	}
	scope:actor = {
		add_character_flag = {
			flag = recently_fund_inspiration
			years = 3
		}
	}
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:actor
	TARGET = scope:recipient
	VALUE = miniscule_unity_gain
	DESC = clan_unity_inspo.desc
	REVERSE_NON_HOUSE_TARGET = no
}
scope:actor = {
	if = {
		limit = {
			government_has_flag = government_is_mandala
		}
		increment_variable_effect = {
			VAR = num_commissioned_artifacts
			VAL = 1
		}
	}
}

As written in game/common/character_interactions/02_ep1_interactions.txt.

Category
Vassal actions
In the menu
main list
ID
fund_inspiration_interaction

Source: game/common/character_interactions/02_ep1_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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