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Or you can force someone to join your faction, if you are a vassal or you can force someone to become your Agent in a murder scheme against someone, useful for the target's spymaster as an example.
But the most important about strong hooks is, that they prevent hostile actions from the character, who you have the strong hook, so no murder schemes or Wars from them.
(Fun Fact: Peasant Leaders always have an Dynasty, because they always get a feudal government, but feudal government characters need an Dynasty, so the Game is generating one for peasant characters, wich in turns leads to the AI marry a peasant).
But you probably mean the Lowborn ones, they are in fact not Peasant, they lower tiered nobles, merchants, artisan, etc.
That sounds fascinating! I started as Rurik the Troublemaker with the earliest start date so I'm still at the tribal level, and since I started in a Norse Culture, I make plenty of cash (and prestige) rather easily through raiding. Piety's not hard to come by either as human sacrifice is still an option. Once I start getting closer to the millennium, I'm sure I'll want to settle down a bit and stop making my own population hate me as much as they do. I'll probably have to reform my ways.
Think of weak hooks as owed favors, you can call them in when needed but then you're even, while strong hooks are akin to life destroying blackmail material, they'd do practically anything for you to make sure it doesn't get out.
You can also get strong hooks from various events that just randomly happen, like the injured wanderer event that happens when you have the Learning focus.
This sounds great I'm likely to soon face just this. My heir just died but his genius 8 year-old kid just took his spot
I've been developing a playing guide as I go which I might publish when both it and I get better. Mind if I steal this?