CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

hof_ask_for_gold_interaction_effect

hof_ask_for_gold_interaction_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 4409 (309 lines). No parameters.

hof_ask_for_gold_interaction_effect is a scripted effect in Crusader Kings III, written at line 4409 of its file. It takes no parameters: hof_ask_for_gold_interaction_effect = yes. The game's script calls it in 2 places, among them Ask for Gold (interaction) and religious_interaction.3 (event). Its body carries 11 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • scope:recipient:
    • If has Treasury:
      • If

        • scope:actor: Government is a Theocratic-type Government

        Then

        • pay_treasury_or_gold = { target = scope:actor value = hof_ask_for_gold_request_value }

        Otherwise

        • pay_treasury_to_gold = { target = scope:actor value = hof_ask_for_gold_request_value }
    • Otherwise:
      • pay_short_term_gold = { target = scope:actor gold = hof_ask_for_gold_request_value }
    • If played by the AI: Opinion: Requested Gold (-20)
    • If

      • If played by the AI:
        • One of these

          • Ai honor less than 0
          • or

            Ai zeal less than -20
      • Intrigue more than 15
      • No hooked character:

      Then

      • add_hook = { type = favor_hook target = scope:actor }
      • Due to … high Intrigue, this Interaction demands a Hook
      • add_piety = { value = miniscule_piety_gain multiply = scope:actor.highest_held_title_tier }

      Otherwise

      • add_piety = { value = minor_piety_gain multiply = scope:actor.highest_held_title_tier }
  • scope:actor:
    • If

      • scope:hook = no

      Then

    • If never:
      • use_hook = scope:recipient
    • If

      • Any vassal:
        • vassal_stance = zealot

      Then

    • If

      • scope:actor: Is landed
      • The Christian Church:
        • situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }
        • One of these

          • situation_current_phase = reform_phase
          • or

            situation_current_phase = concord_phase

      Then

    • If

      • The Christian Church:
        • situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }
        • One of these

          • situation_current_phase = crusade_phase
          • or

            situation_current_phase = conversion_phase

      Then

    • If

      • The Christian Church:
        • situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }
        • … (more in the script below)
    • … (more in the script below)

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (120 lines of game script)
hof_ask_for_gold_interaction_effect = {
	scope:recipient = {
		if = {
			limit = {
				has_treasury = yes
			}
			if = {
				limit = {
					scope:actor = {
						government_has_flag = government_is_theocracy
					}
				}
				# Theocrats receiving Treasury should should get it as Treasury (it's still church money)
				pay_treasury_or_gold = {
					target = scope:actor
					value = hof_ask_for_gold_request_value
				}
			}
			else = {
				# Non-Theocrats receiving Treasury should should receive it as Gold, even if they have Treasury (ex: Admin)
				pay_treasury_to_gold = {
					target = scope:actor
					value = hof_ask_for_gold_request_value
				}
			}
		}
		else = {
			# Gold sent is always received as Gold (it is not "church money" as a concept)
			pay_short_term_gold = {
				target = scope:actor
				gold = hof_ask_for_gold_request_value
			}
		}
		if = {
			limit = {
				is_ai = yes
			}
			add_opinion = {
				target = scope:actor
				modifier = requested_money_opinion
				opinion = -20
			}
		}
		if = {
			limit = {
				trigger_if = {
					limit = {
						is_ai = yes
					}
					OR = {
						ai_honor < 0
						ai_zeal < low_negative_ai_value
					}
				}
				intrigue > high_skill_rating
				NOT = {
					any_hooked_character = {
						this = scope:actor
					}
				}
			}
			add_hook = {
				type = favor_hook
				target = scope:actor
			}
			custom_tooltip = ask_for_gold_hook_tt
			add_piety = {
				value = miniscule_piety_gain
				multiply = scope:actor.highest_held_title_tier
			}
		}
		else = {
			add_piety = {
				value = minor_piety_gain
				multiply = scope:actor.highest_held_title_tier
			}
		}
	}
	scope:actor = {
		if = {
			limit = {
				scope:hook = no
			}
			add_piety = major_piety_loss
		}
		if = {
			limit = { always = scope:hook }
			use_hook = scope:recipient
		}
		if = {
			limit = {
				any_vassal = {
					vassal_stance = zealot
				}
			}
			custom_tooltip = zealot_vassal_disapproves_asking_hof_for_gold
			hidden_effect = {
				every_vassal = {
					vassal_stance = zealot
					add_opinion = {
						target = scope:actor
						modifier = zealot_disapproves_of_asking_hof_for_gold_opinion
					}
				}
			}
		}
		if = {
			limit = {
				scope:actor = {
					is_landed = yes
				}
				situation:the_christian_church ?= {
					situation_participant_group:christian_regular_main_power_rulers = {
						participant_group_has_character = scope:actor
					}
					OR = {
						situation_current_phase = reform_phase
						situation_current_phase = concord_phase
					}
				}

As written in game/common/scripted_effects/00_interaction_effects.txt.

The first 120 of its 309 lines; the rest is in game/common/scripted_effects/00_interaction_effects.txt from line 4409.

Where it is used

Every place in common/, events/ and history/ that calls hof_ask_for_gold_interaction_effect.

Character interactions (1)

Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?