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

Interaction · Vassal actions

Decommission Temple

from 500PietyAccepted automatically in some cases; otherwise the AI weighs it

Ask the recipient to turn from their falsehoods by decommissioning their Capital Temple Complex

What you need

You

The character you target

To send it

  • Is at not War
  • Also needed: available (not imprisoned, not incapable)

To see it in the menu

  • One of these

    • Is a vassal of you
    • or

      Is a tributary of you

Decommission Temple is a vassal character interaction in Crusader Kings III. The character you target needs: Is available (not imprisoned, not incapable) and Is at not War. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Your low Legitimacy (-15), Your low Legitimacy (-25), Your low Legitimacy (-50) and 4 more. It costs Piety (from 500). Patch 1.20.1.2, from game/common/character_interactions/tgp_east_asia_interactions.txt.

for a guide, post or blog
Quick answers (3)
What are the requirements for Decommission Temple in CK3?
The character you target: Is available (not imprisoned, not incapable) and Is at not War. (patch 1.20.1.2)
How do I get the AI to accept Decommission Temple?
Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Your Mandala Radiance (max +200), Your low Legitimacy -15, Your low Legitimacy -25, Your low Legitimacy -50, Your low Legitimacy -75, Your high Legitimacy +25, Your high Legitimacy +50, Your high Legitimacy +75, Opinion and Is an aspiring Devaraja.
How much does Decommission Temple cost?
Piety (from 500) (patch 1.20.1.2).

Will they accept?

Accepted automatically when:

  • If

    • You:
      • Has “mandala godking” (a variable the game's script sets)
      • Is played by the AI
    • The character you target: Is played by the AI

    Then

    • always = yes

    Otherwise

    • The character you target: Is played by the AI
    • They use their Hook on …

Otherwise the AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.

ReasonAmount
Base-50
Your Mandala Radiance (max +200)
when
  • Your capital province:
your mandala radiance value × 2
Your low Legitimacy
when
  • has_legitimacy_flag = slightly_reduced_tributarization_acceptance
-15
Your low Legitimacy
when
  • has_legitimacy_flag = reduced_tributarization_acceptance
-25
Your low Legitimacy
when
  • has_legitimacy_flag = very_reduced_tributarization_acceptance
-50
Your low Legitimacy
when
  • has_legitimacy_flag = massively_reduced_tributarization_acceptance
-75
Your high Legitimacy
when
  • has_legitimacy_flag = increased_tributarization_acceptance
+25
Your high Legitimacy
when
  • has_legitimacy_flag = very_increased_tributarization_acceptance
+50
Your high Legitimacy
when
  • has_legitimacy_flag = extra_increased_tributarization_acceptance
+75
Opinionvaries
Is an aspiring Devaraja
when
  • The character you target: Has “mandala godking” (a variable the game's script sets)
× 0
Acceptance (ai_accept) (73 lines of game script)
base = -50
modifier = {
	scope:actor = {
		has_unruined_mandala_capital_trigger = yes
	}
	add = {
		value = scope:actor.mandala_radiance_value
		multiply = 2
	}
	desc = actor_positive_mandala_radiance
}
modifier = {
	desc = LOW_LEGITIMACY_REASON
	add = -15
	scope:actor = {
		has_legitimacy_flag = slightly_reduced_tributarization_acceptance
	}
}
modifier = {
	desc = LOW_LEGITIMACY_REASON
	add = -25
	scope:actor = {
		has_legitimacy_flag = reduced_tributarization_acceptance
	}
}
modifier = {
	desc = LOW_LEGITIMACY_REASON
	add = -50
	scope:actor = {
		has_legitimacy_flag = very_reduced_tributarization_acceptance
	}
}
modifier = {
	desc = LOW_LEGITIMACY_REASON
	add = -75
	scope:actor = {
		has_legitimacy_flag = massively_reduced_tributarization_acceptance
	}
}
modifier = {
	desc = HIGH_LEGITIMACY_REASON
	add = 25
	scope:actor = {
		has_legitimacy_flag = increased_tributarization_acceptance
	}
}
modifier = {
	desc = HIGH_LEGITIMACY_REASON
	add = 50
	scope:actor = {
		has_legitimacy_flag = very_increased_tributarization_acceptance
	}
}
modifier = {
	desc = HIGH_LEGITIMACY_REASON
	add = 75
	scope:actor = {
		has_legitimacy_flag = extra_increased_tributarization_acceptance
	}
}
opinion_modifier = {
	who = scope:recipient
	opinion_target = scope:actor
	multiplier = 1
	desc = AI_SIMPLE_OPINION_REASON
}
modifier = {
	scope:recipient = {
		has_variable = mandala_godking
	}
	factor = 0
	desc = mandala_ai_godking_modifier
}

As written in game/common/character_interactions/tgp_east_asia_interactions.txt.

What happens

If they accept

  • If

    Then

    • Use a Hook on the target
  • The character you target:

If they refuse

  • The character you target:
    • If

      • is_vassaL_of = scope:actor

      Then

      • start_war = { casus_belli = independence_war target = scope:actor }

      Otherwise

      • suzerain = { … }
      • end_tributary = yes
    • If

      • The target char: Highest held Title is more than Barony Rank
      • One of these

        • Highest held Title is at most Barony Rank
        • or

          highest_held_title_tier <= { value = scope:target_char.highest_held_title_tier subtract = 3 }
      • None of these

        • Is family of the target char
        • Is the target char’s consort
        • Any heir title:
          • tier >= { value = scope:target_char.highest_held_title_tier subtract = 2 }

      Then

      • If

        • Does not have the target char as grudge

        Then

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

          Otherwise

        Otherwise

        • Opinion: Grudge Exacerbated (-20)

      Else if

      • Has the target char as potential rival
      • Is an Adult
      • The target char: Is an Adult
      • Does not have the target char as friend
      • Does not have the target char as best friend
      • Does not have the target char as rival
      • Does not have the target char as nemesis

      Then

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

        Otherwise

      Otherwise

      • If

        • Does not have the target char as friend
        • Does not have the target char as best friend
        • Does not have the target char as rival
        • Does not have the target char as nemesis
        • Does not have the target char as potential rival

        Then

        • set_relation_potential_rival = scope:target_char
      • If

        • NOT = { scope:rival_opinion = 0 }

        Then

        • If

          • The target char: Is played by the AI

          Then

          • The target char gains the opinion “Hatred” of them
        • Opinion: Hatred

Options when sending

  • Use a Hook

• 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) (29 lines of game script)
is_available = government_has_flag = government_is_mandala
trigger_if = {
	limit = {
		is_ai = yes
	}
	top_overlord ?= this
	is_at_war = no
}
is_shown = scope:actor = {
	capital_county.kingdom = {
		any_in_de_jure_hierarchy = {
			title_province ?= {
				has_building_with_flag = mandala_capital_building
				has_ruined_great_building = no
			}
			tier = tier_barony
			holder ?= scope:recipient
		}
	}
}
scope:recipient = {
	NOT = {
		this = scope:actor
	}
	OR = {
		is_vassal_of = scope:actor
		is_tributary_of = scope:actor
	}
}

As written in game/common/character_interactions/tgp_east_asia_interactions.txt.

Can be sent when (is_valid…) (4 lines of game script)
scope:recipient = {
	is_physically_able = yes
	is_at_war = no
}

As written in game/common/character_interactions/tgp_east_asia_interactions.txt.

Effects (on_send, on_accept, on_decline) (14 lines of game script)
on_accept = scope:actor = {
	if = {
		limit = {
			scope:hook = yes
		}
		use_hook = scope:recipient
	}
}
scope:recipient = {
	decommission_temple_accept_effect = yes
}
on_decline = scope:recipient = {
	decommission_temple_decline_effect = yes
}

As written in game/common/character_interactions/tgp_east_asia_interactions.txt.

Category
Vassal actions
Cost: Piety
from 500
In the menu
main list
ID
decommission_mandala_temple_interaction

Source: game/common/character_interactions/tgp_east_asia_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.

Spotted a mistake on this page?