CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diarch

Swing the Scales of Power

variesInfluencevariesPrestigevariesPietyvariesGoldAccepted automatically

Show all the realm who truly rules these lands

What you need

You

To send it

  • If

    • You: Is the diarch of the target

    Then

  • If

    • None of these

      • You:
        • has_diarchy_active_parameter = liege_may_voluntarily_cede_authority
    • The character you target: Is the diarch of you

    Then

  • 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 = yes
        • One 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

    • Cannot play landless rulers without having an Estate
    • or

      If

      • One of these

        • Is landed
        • or

          Your Government is a Theocratic-type Government

      Then

    • or

      All of these

      • Your liege:
        • All of these

          • Holds China
          • Government is Celestial
          • Their government has the government uses ministry budget flag
      • One of these

    • or

      Has “laamp transition” (a variable the game's script sets)
  • 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.

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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)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

            • Else, if monumental sop swing diarch gain is 5:
              • If a check the game hides passes: the same again (1 line)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

            • Else, if monumental sop swing diarch gain is 10:
              • If a check the game hides passes: the same again (1 line)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

            • Else, if monumental sop swing diarch gain is 20:
              • If a check the game hides passes: the same again (1 line)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

            • Else, if monumental sop swing diarch gain is 30:
              • If a check the game hides passes: the same again (1 line)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

            • Else, if monumental sop swing diarch gain is 40:
              • If a check the game hides passes: the same again (1 line)
                Else if a check the game hides passes: the same again (1 line)

                Otherwise

          • 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)

                Else if

                a check the game hides

                Then

                Otherwise

            • Else, if monumental sop swing diarch gain is -5:
              • If a check the game hides passes: the same again (1 line)

                Else if

                a check the game hides

                Then

                Otherwise

            • Else, if monumental sop swing diarch gain is -10:
              • If a check the game hides passes: the same again (1 line)

                Else if

                a check the game hides

                Then

                Otherwise

            • Else, if monumental sop swing diarch gain is -20:
              • If a check the game hides passes: the same again (1 line)

                Else if

                a check the game hides

                Then

                Otherwise

            • Else, if monumental sop swing diarch gain is -30:
              • If a check the game hides passes: the same again (1 line)

                Else if

                a check the game hides

                Then

                Otherwise

            • Else, if monumental sop swing diarch gain is -40:
              • If a check the game hides passes: the same again (1 line)

                Else if

                a check the game hides

                Then

                Otherwise

          Else if

          • One of these

            • has_diarchy_active_parameter = lieges_swing_more_against_diarchs
            • or

              All of these

        • … (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.

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