Interaction · Diarch
Swing the Scales of Power
Show all the realm who truly rules these lands
What you need
You
To send it
If
None of these
- You:
has_diarchy_active_parameter = liege_may_voluntarily_cede_authority
- You:
- The character you target: Is the diarch of you
Then
- The Scales of Power are already completely swung towards you
- Is at least 8 years old
If
- You: Is played by a person
Then
- You must select at least one option
If
- Is the diarch of the target
- Is a child
Then
- Is at least 8 years old
None of these
- You: Is at war with the target
Also needed: not imprisoned
To see it in the menu
- If played by the AI:
One of these
All of these
is_diarch = yes- Loyalty less than 75
or
All of these
has_active_diarchy = yesOne of these
All of these
- If imprisoned: You are Imprisoned abroad
- Is not traveling
- Cannot rule by themselves
or
has_diarchy_active_parameter = regency_cant_be_ended_above_this_point
- Is a ruler
One of these
One of these
- You: Is the diarch of the target
or
The character you target: Is the diarch of you
Swing the Scales of Power is a diarch character interaction in Crusader Kings III. You need: Is not imprisoned and Is at least 8 years old. Accepted automatically. It costs Influence (varies), Prestige (varies), Piety (varies), Gold (varies). Patch 1.20.1.2, from game/common/character_interactions/00_diarch_interactions.txt.
Quick answers (3)
- What are the requirements for Swing the Scales of Power in CK3?
- You: Is not imprisoned and Is at least 8 years old. (patch 1.20.1.2)
- Will the AI accept Swing the Scales of Power?
- Yes: it is accepted automatically.
- How much does Swing the Scales of Power cost?
- Influence (varies), Prestige (varies), Piety (varies), Gold (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The character you target:
If
- The option “swing cede authority” is chosen
Then
- You:
If
has_diarchy_active_parameter = lieges_swing_more_against_diarchs- Has the Power at Home Perk
- Is traveling
Then
- If monumental sop swing diarch gain at least 1:
- If monumental sop swing diarch gain is 3:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Otherwise
- You: … … Scales of Power swings by 3 towards …
- Else, if monumental sop swing diarch gain is 5:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Otherwise
- You: … … Scales of Power swings by 5 towards …
- Else, if monumental sop swing diarch gain is 10:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Otherwise
- You: … … Scales of Power swings by 10 towards …
- Else, if monumental sop swing diarch gain is 20:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Otherwise
- You: … … Scales of Power swings by 20 towards …
- Else, if monumental sop swing diarch gain is 30:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Otherwise
- You: … … Scales of Power swings by 30 towards …
- Else, if monumental sop swing diarch gain is 40:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Otherwise
- You: … … Scales of Power swings by 40 towards …
- If monumental sop swing diarch gain is 3:
- Else, if monumental sop swing diarch gain at most -1:
- If monumental sop swing diarch gain is -3:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Otherwise
- You: … … Scales of Power swings by 3 towards …
- Else, if monumental sop swing diarch gain is -5:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Otherwise
- You: … … Scales of Power swings by 5 towards …
- Else, if monumental sop swing diarch gain is -10:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Otherwise
- You: … … Scales of Power swings by 10 towards …
- Else, if monumental sop swing diarch gain is -20:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Otherwise
- You: … … Scales of Power swings by 20 towards …
- Else, if monumental sop swing diarch gain is -30:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Otherwise
- You: … … Scales of Power swings by 30 towards …
- Else, if monumental sop swing diarch gain is -40:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Otherwise
- You: … … Scales of Power swings by 40 towards …
- If monumental sop swing diarch gain is -3:
Else if
One of these
has_diarchy_active_parameter = lieges_swing_more_against_diarchsor
All of these
- Has the Power at Home Perk
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
Options when sending
- Leverage InfluenceConnexions maketh the liege
- Leverage Personal Movement PowerTake a hit to personal clout for immediate gains
- Cede authority voluntarilyYou can't learn to wield power if you're never given any
- Leverage PrestigeSpend political capital to reinforce your status
- Leverage PietyLean on religious influence to ordain your rule
- Leverage GoldSpread a little wealth to remind people who's truly important
- Use a HookNothing beats a favor in politics
- Ask for intercession from your Head of FaithThe …'s word is law — when it helps
• 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) (27 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
OR = {
AND = {
is_diarch = yes
diarch_loyalty < diarch_loyalty_visibly_loyal_threshold
}
AND = {
has_active_diarchy = yes
OR = {
can_leave_diarchy_trigger = yes
has_diarchy_active_parameter = regency_cant_be_ended_above_this_point
}
}
}
}
is_playable_character = yes
is_shown = OR = {
scope:actor = {
is_diarch_of_target = scope:recipient
}
scope:recipient = {
is_diarch_of_target = scope:actor
}
}As written in game/common/character_interactions/00_diarch_interactions.txt.
Can be sent when (is_valid…) (64 lines of game script)
trigger_if = {
limit = {
scope:actor = {
is_diarch_of_target = scope:recipient
}
}
custom_tooltip = {
text = swing_scales_currency_interaction.tt.scales_max_swung
scope:recipient.diarchy_swing < 100
}
}
trigger_if = {
limit = {
NOT = {
scope:actor = {
has_diarchy_active_parameter = liege_may_voluntarily_cede_authority
}
}
scope:recipient = {
is_diarch_of_target = scope:actor
}
}
custom_tooltip = {
text = swing_scales_currency_interaction.tt.scales_max_swung
scope:actor.diarchy_swing > 0
}
}
scope:actor = {
is_imprisoned = no
age >= 8
}
trigger_if = {
limit = {
scope:actor = {
is_ai = no
}
}
custom_tooltip = {
text = interactions_general.tt.must_select_one_option
OR = {
scope:swing_influence = yes
scope:swing_cede_authority = yes
scope:swing_prestige = yes
scope:swing_piety = yes
scope:swing_gold = yes
scope:swing_hook = yes
scope:swing_hof = yes
}
}
}
scope:actor = {
trigger_if = {
limit = {
is_diarch_of_target = scope:recipient
is_adult = no
}
age >= 8
}
}
NOT = {
scope:actor = {
is_at_war_with = scope:recipient
}
}As written in game/common/character_interactions/00_diarch_interactions.txt.
Effects (on_send, on_accept, on_decline) (226 lines of game script)
on_accept = scope:recipient = {
if = {
limit = {
scope:swing_cede_authority = yes
}
send_interface_message = {
type = msg_mandate_results_neutral_effect
title = swing_scales_interaction_by_liege.t
right_icon = scope:actor
scope:actor = {
if = {
limit = {
has_diarchy_active_parameter = lieges_swing_more_against_diarchs
has_perk = power_at_home_perk
is_travelling = yes
}
update_diarchy_swing_with_perspective_effect = {
SWING = monumental_sop_swing_diarch_gain
LIEGE = scope:actor
}
}
else_if = {
limit = {
OR = {
has_diarchy_active_parameter = lieges_swing_more_against_diarchs
AND = {
has_perk = power_at_home_perk
is_travelling = yes
}
}
}
update_diarchy_swing_with_perspective_effect = {
SWING = massive_sop_swing_diarch_gain
LIEGE = scope:actor
}
}
else = {
update_diarchy_swing_with_perspective_effect = {
SWING = major_sop_swing_diarch_gain
LIEGE = scope:actor
}
}
diarch_swing_scales_guts_effect = yes
change_influence = {
value = 200
multiply = legitimacy_regent_swing_scale_multipler_value
round = yes
}
scope:recipient = {
change_influence = {
value = 200
multiply = legitimacy_regent_swing_scale_multipler_value
round = yes
}
}
}
}
}
else_if = {
limit = {
is_diarch_of_target = scope:actor
}
send_interface_message = {
type = msg_mandate_results_bad_effect
title = swing_scales_interaction_by_liege.t
right_icon = scope:actor
scope:actor = {
if = {
limit = {
has_diarchy_active_parameter = lieges_swing_more_against_diarchs
has_perk = power_at_home_perk
is_travelling = yes
}
update_diarchy_swing_with_perspective_effect = {
SWING = massive_sop_swing_liege_gain
LIEGE = scope:actor
}
}
else_if = {
limit = {
OR = {
has_diarchy_active_parameter = lieges_swing_more_against_diarchs
AND = {
has_perk = power_at_home_perk
is_travelling = yes
}
}
}
update_diarchy_swing_with_perspective_effect = {
SWING = major_sop_swing_liege_gain
LIEGE = scope:actor
}
}
else = {
update_diarchy_swing_with_perspective_effect = {
SWING = medium_sop_swing_liege_gain
LIEGE = scope:actor
}
}
diarch_swing_scales_guts_effect = yes
}
}
}
else = {
send_interface_message = {
type = msg_mandate_results_bad_effect
title = swing_scales_interaction_by_diarch.t
right_icon = scope:actor
if = {
limit = {
scope:actor = {
has_perk = power_at_home_perk
is_travelling = yes
}
}
update_diarchy_swing_with_perspective_effect = {
SWING = major_sop_swing_diarch_gain
LIEGE = scope:recipient
}
}
else = {
update_diarchy_swing_with_perspective_effect = {
SWING = medium_sop_swing_diarch_gain
LIEGE = scope:recipient
}
}
scope:actor = {
diarch_swing_scales_guts_effect = yes
}
}
}
}
scope:recipient = {
if = {
limit = {
scope:swing_cede_authority = yes
}
if = {
limit = {
OR = {
NOT = {
has_variable = diarch_authority_ceded
}
var:diarch_authority_ceded < diarch_authority_ceded_opinion_value
}
}
save_scope_value_as = {
name = opinion_gain
value = {
value = diarch_authority_ceded_opinion_value
if = {
limit = {
has_variable = diarch_authority_ceded
}
subtract = var:diarch_authority_ceded
}
}
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = scope:opinion_gain
}
increment_variable_effect = {
VAR = diarch_authority_ceded
VAL = 5
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 1
}
}
}
else_if = {
limit = {
OR = {
AND = {
scope:actor = {
is_diarch_of_target = scope:recipient
}
scope:recipient = {
has_diarchy_active_parameter = diarchy_is_co_rulership
}
}
AND = {
scope:recipient = {
is_diarch_of_target = scope:actor
}
scope:actor = {
has_diarchy_active_parameter = diarchy_is_co_rulership
}
}
}
}
add_opinion = {
target = scope:actor
modifier = frustrated_opinion
opinion = -20
}
}
else = {
add_opinion = {
target = scope:actor
modifier = frustrated_opinion
opinion = -10
}
}
}
ai_diarch_check_to_see_if_should_launch_coup_effect = yes
if = {
limit = {
exists = scope:recipient.diarch
scope:actor = scope:recipient.diarch
}
debug_log = debug_log.swing_scales.diarch_swung
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = {
VARIABLE = di_track_swung_diarch
}
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_swung_diarch_list
# … (cut here; the rest is in the file)As written in game/common/character_interactions/00_diarch_interactions.txt.
- Category
- Diarch
- Cost: Influence
- varies
- Cost: Prestige
- varies
- Cost: Piety
- varies
- Cost: Gold
- varies
- Cooldown
- 2 years
- In the menu
- main list
- ID
swing_scales_currency_interaction
Source: game/common/character_interactions/00_diarch_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.