Interaction · Vassal actions
Sponsor Inspiration
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.inspirationgold >= scope:recipient.inspiration.base_inspiration_gold_cost
To see it in the menu
- If played by the AI:
One of these
- Have a Royal Court
or
Your Government is Adventurer
- Is at not War
gold > ai_inspiration_desired_gold_valueNot 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:
- 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 = yesIf
- 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
One of these
is_councillor_of = scope:recruitee.hostor
is_knight_of = scope:recruitee.hostor
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any relation:One of these
this = scope:recruitee.hostor
is_close_family_of = scope:recruitee.host
or
Any court position employer:this = scope:recruitee.host
If
- The recruiter: Has a Adventurer Government
Then
- Adventurers may only invite their Player Heir, Soulmate, Best Friend, or Spouses to their Camp
- 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.
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
- Where:
- Any traveling family member:
- 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
- Weapon Inspirations are based on Martial and Prowess
Else if
- The target’s inspiration:
has_inspiration_type = armor_inspiration
Then
- Armor Inspirations are based on Martial and Prowess
Else if
- The target’s inspiration:
has_inspiration_type = book_inspiration
Then
- Book Inspirations are based on Learning
Else if
- The target’s inspiration:
has_inspiration_type = weaver_inspiration
Then
- Weave Inspirations are based on Diplomacy
Else if
- The target’s inspiration:
has_inspiration_type = adventure_inspiration
Then
- Adventure Inspirations are based on Prowess, Diplomacy, and Learning
Else if
- The target’s inspiration:
has_inspiration_type = artisan_inspiration
Then
- Artisan Inspirations are based on Stewardship
Else if
- The target’s inspiration:
has_inspiration_type = smith_inspiration
Then
- Smith Inspirations are based on Stewardship, Prowess, and Diplomacy
Else if
- The target’s inspiration:
has_inspiration_type = alchemy_inspiration
Then
- Alchemy Inspirations are based on Learning
Else if
- The target’s inspiration:
has_inspiration_type = bow_inspiration
Then
- Bow Inspirations are based on Martial and Prowess
Else if
- The target’s inspiration:
has_inspiration_type = religious_artifact_inspiration
Then
- Religious Artifact Inspirations are based on Learning
- The target’s inspiration:
If
Then
- Your house:
add_unity_value = { … }
- Your house:
• 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.