Interaction · Imprisonment actions
Sun Trial
What you need
You
To send it
has_imprisonment_reason = scope:recipient
To see it in the menu
- Your rite: The rite has Imprisoned Criminals can be sentenced to a Sun Trial
The character you target
- Is imprisoned by you
- Is an Adult
Sun Trial is an imprisonment character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.
Quick answers (1)
- Will the AI accept Sun Trial?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
add_piety = { … }- The character you target:
- 1 of 2 things will happen:
- 50% – … perishes in the sun:
sun_trial_death_modifier = yes- The prisoner:
death = { death_reason = death_sun_trial killer = scope:imprisoner }
- All non-⟨faith⟩ Family Members of …:
- Where: Their faith is not the same as that of imprisoner
- Opinion: Executed Family
- 50% – … survives the trial:
sun_trial_survival_modifier = yes- The prisoner:
release_from_prison = yesIf
Not all of these
- Their faith is the same as that of imprisoner
- Ai zeal at least 20
Then
- Opinion: Angry (-40)
- If their faith is the same as that of imprisoner:
- Gains the modifier “Blessed by the Sun” for 15 years
- The imprisoner:
consume_imprisonment_reasons = scope:prisoner
- 50% – … perishes in the sun:
- Event religious_interaction.2100
- 1 of 2 things will happen:
If
Then
- Your house:
add_unity_value = { … }
- Your house:
Events it fires: religious_interaction.2100
• 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) (9 lines of game script)
is_shown = scope:actor = {
rite = {
rite_has_parameter = trial_by_sun_active
}
}
scope:recipient = {
is_imprisoned_by = scope:actor
is_adult = yes
}As written in game/common/character_interactions/00_religious_interactions.txt.
Can be sent when (is_valid…) (3 lines of game script)
scope:actor = {
has_imprisonment_reason = scope:recipient
}As written in game/common/character_interactions/00_religious_interactions.txt.
Effects (on_send, on_accept, on_decline) (43 lines of game script)
on_accept = scope:actor = {
save_scope_as = imprisoner
sun_trial_interaction_piety_effect = yes
}
scope:recipient = {
save_scope_as = prisoner
show_as_tooltip = {
random_list = {
desc = outcome_in_a_few_days
50 = {
sun_trial_death_modifier = yes
desc = sun_trial_interaction.success.tt
sun_trial_death_effect = yes
}
50 = {
sun_trial_survival_modifier = yes
desc = sun_trial_interaction.failure.tt
sun_trial_survival_effect = yes
}
}
}
hidden_effect = {
if = {
limit = {
NOR = {
has_relation_rival = scope:actor
has_relation_potential_rival = scope:actor
}
}
set_relation_potential_rival = scope:actor
}
}
trigger_event = {
id = religious_interaction.2100
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_sun_trial.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_religious_interactions.txt.
- Category
- Imprisonment actions
- In the menu
- under More…
- ID
sun_trial_interaction
Source: game/common/character_interactions/00_religious_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.