Interaction · Diplomatic actions
Summon to War
Summon the recipient to go to War with a foreign Ruler for a Duchy-tier Title
What you need
You
To send it
- The target:
- Title already created
- Title tier exactly Duchy
holder.top_liege != scope:actor
To see it in the menu
- you has administrative government mechanic
- Is an Independent Ruler
- Your government is not Adventurer
The character you target
To send it
- Is at not War
- Is an Adult
- … must have the Frontier Administration or Naval Administration Theme Administration Types
- No valid target within range
To see it in the menu
- they has administrative government mechanic
- Their government is not Adventurer
- … must have the Frontier Administration or Naval Administration Theme Administration Types
top_liege ?= scope:actor.top_liege
Which title you can pick
- The target:
- Title already created
- Title tier exactly Duchy
- … is not neighbor with … realm
Summon to War is a diplomatic character interaction in Crusader Kings III. The character you target needs: Is at not War, Is an Adult and No valid target within range. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include My House is a Powerful Family (-10), My House is a Dominant Family (-25), Your House is a Powerful Family (+10) and 4 more. It costs Prestige (from 750). Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (3)
- What are the requirements for Summon to War in CK3?
- The character you target: Is at not War, Is an Adult and No valid target within range. (patch 1.20.1.2)
- How do I get the AI to accept Summon to War?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: My House is a Powerful Family -10, My House is a Dominant Family -25, Your House is a Powerful Family +10, Your House is a Dominant Family +25, You are my Friend +10, You are my Guardian +10, Relative House Family Rating, Relative House Level of Splendor, Your Faith is …, Faith Hostility to Realm State Rite, …-… Cultural Acceptance, …-… Cultural Acceptance, The recipient's Military Power, Promised Title Men-at-Arms, The other character's Military Power and Already at War -1,000.
- How much does Summon to War cost?
- Prestige (from 750) (patch 1.20.1.2).
Will they accept?
Accepted automatically when:
- They use their Hook on …
Otherwise the AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | 0 |
My House is a Powerful Familywhen
| -10 |
My House is a Dominant Familywhen
| -25 |
Your House is a Powerful Familywhen
| +10 |
Your House is a Dominant Familywhen
| +25 |
| Their opinion of you × 0.5 | varies |
You are my Friendwhen
| +10 |
You are my Guardianwhen
| +10 |
Relative House Family Ratingwhen
| varies |
Relative House Level of Splendorwhen
| varies |
Your Faith is …when
| varies |
Faith Hostility to Realm State Ritewhen
| varies |
…-… Cultural Acceptancewhen
| varies |
…-… Cultural Acceptancewhen
| varies |
| The recipient's Military Power | scope:recipient.current_military_strength |
Promised Title Men-at-Armswhen
| scope:actor.current_military_strength |
| The other character's Military Power | varies |
Already at Warwhen
| -1,000 |
Acceptance (ai_accept) (134 lines of game script)
base = 0
modifier = {
add = -10
desc = MY_HOUSE_IS_POWERFUL
house ?= {
is_powerful_family = yes
}
}
modifier = {
add = -25
desc = MY_HOUSE_IS_DOMINANT
house ?= {
is_dominant_family = yes
}
}
modifier = {
scope:actor.house = {
is_powerful_family = yes
}
add = 10
desc = YOUR_FAMILY_IS_POWERFUL
}
modifier = {
scope:actor.house = {
is_dominant_family = yes
}
add = 25
desc = YOUR_FAMILY_IS_DOMINANT
}
opinion_modifier = {
opinion_target = scope:actor
multiplier = 0.5
}
modifier = {
add = 10
desc = youre_my_friend_tt
has_relation_friend = scope:actor
}
modifier = {
add = 10
desc = youre_my_guardian_tt
has_relation_guardian = scope:actor
}
modifier = {
exists = scope:actor.house
exists = scope:recipient.house
house.house_head.top_liege ?= scope:actor.house.house_head.top_liege
add = {
value = scope:actor.house.house_power_score
subtract = scope:recipient.house.house_power_score
}
desc = RELATIVE_FAMILY_RATING
}
modifier = {
exists = scope:actor.house
exists = house
scope:recipient.dynasty.dynasty_prestige_level != scope:actor.dynasty.dynasty_prestige_level
add = {
value = scope:actor.dynasty.dynasty_prestige_level
subtract = scope:recipient.dynasty.dynasty_prestige_level
multiply = 10
}
desc = RELATIVE_FAMILY_RENOWN
}
modifier = {
faith = {
faith_hostility_level = {
target = scope:actor.faith
value >= faith_astray_level
}
}
add = {
value = faith.faith_hostility_level(scope:actor.faith)
multiply = -10
}
desc = FAITH_HOSTILITY_LEVEL
}
modifier = {
exists = scope:actor.top_liege.primary_title.state_rite
rite = {
rite_hostility_level = {
target = scope:actor.top_liege.primary_title.state_rite
value >= faith_astray_level
}
}
add = {
value = rite.rite_hostility_level(scope:actor.top_liege.primary_title.state_rite)
multiply = -5
}
desc = FAITH_HOSTILITY_LEVEL_STATE_FAITH
}
modifier = {
culture != scope:actor.culture
scope:recipient.culture.cultural_acceptance(scope:actor.culture) < 50
add = {
value = 50
subtract = scope:recipient.culture.cultural_acceptance(scope:actor.culture)
multiply = -0.25
round = yes
}
desc = CULTURAL_ACCEPTANCE
}
modifier = {
culture != scope:actor.culture
scope:recipient.culture.cultural_acceptance(scope:actor.culture) >= 50
add = {
value = scope:recipient.culture.cultural_acceptance(scope:actor.culture)
subtract = 50
multiply = 0.25
round = yes
}
desc = CULTURAL_ACCEPTANCE
}
modifier = {
add = scope:recipient.current_military_strength
desc = RECIPIENT_MILITARY_STRENGTH
}
modifier = {
add = scope:actor.current_military_strength
scope:title_maa = yes
desc = PROMISED_TITLE_MAA
}
modifier = {
add = {
value = scope:secondary_recipient.top_liege.current_military_strength
multiply = -1
}
desc = SECONDARY_RECIPIENT_MILITARY_STRENGTH
}
modifier = {
is_at_war = yes
add = -1000
desc = ALREADY_AT_WAR
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
If
- The option “title maa” is chosen
Then
- Your primary title:
transfer_owned_maa_control = scope:recipient.primary_title
- The character you target:
start_war = { … }- … war will target the …, which will be granted to … upon victory
- Event ep3_interactions_events.0210
If they refuse
- The character you target: Influence -100
- If played by the AI: Opinion: Refused Summons to War
- Event ep3_interactions_events.0211
Options when sending
- Promise Imperial Men-at-Arms
- Use a Hook
Events it fires: ep3_interactions_events.0210, ep3_interactions_events.0211
• 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) (20 lines of game script)
is_available = government_has_mechanic = administrative
top_liege ?= this
NOT = {
government_has_flag = government_is_landless_adventurer
}
is_shown = scope:recipient = {
government_has_mechanic = administrative
NOT = {
government_has_flag = government_is_landless_adventurer
}
custom_tooltip = {
text = admin_theme_type_trigger
OR = {
vassal_contract_has_flag = admin_theme_frontier
vassal_contract_has_flag = admin_theme_naval
vassal_contract_has_flag = celestial_province_protectorate
}
}
top_liege ?= scope:actor.top_liege
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (39 lines of game script)
scope:actor != scope:recipient
scope:recipient = {
is_at_war = no
is_adult = yes
custom_tooltip = {
text = admin_theme_type_trigger
OR = {
vassal_contract_has_flag = admin_theme_frontier
vassal_contract_has_flag = admin_theme_naval
vassal_contract_has_flag = celestial_province_protectorate
}
}
custom_tooltip = {
text = admin_vassal_war_no_target_desc
trigger_if = {
limit = {
OR = {
vassal_contract_has_flag = admin_theme_frontier
vassal_contract_has_flag = celestial_province_protectorate
}
}
any_character_to_title_neighboring_duchy = {
holder ?= {
top_liege != scope:actor.top_liege
}
}
}
trigger_if = {
limit = {
vassal_contract_has_flag = admin_theme_naval
}
any_character_to_title_neighboring_and_across_water_duchy = {
holder ?= {
top_liege != scope:actor.top_liege
}
}
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (35 lines of game script)
on_accept = if = {
limit = {
scope:title_maa = yes
}
scope:actor.primary_title = {
transfer_owned_maa_control = scope:recipient.primary_title
}
}
scope:recipient = {
start_war = {
cb = influence_war_cb
target = scope:secondary_recipient
claimant = scope:recipient.top_liege
target_title = scope:target
}
custom_tooltip = frontier_influence_war_interaction_target_title_tt
}
scope:actor = {
trigger_event = ep3_interactions_events.0210
}
on_decline = scope:recipient = {
change_influence = major_influence_loss
}
scope:actor = {
if = {
limit = {
is_ai = yes
}
add_opinion = {
modifier = refused_summons_to_war_opinion
target = scope:recipient
}
}
trigger_event = ep3_interactions_events.0211
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Diplomatic actions
- Cost: Prestige
- from 750
- Again on the same character
- after 10 years
- In the menu
- under More…
- ID
frontier_influence_war_interaction
Source: game/common/character_interactions/06_ep3_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.