Interaction · Vassal actions
Decommission Temple
Ask the recipient to turn from their falsehoods by decommissioning their Capital Temple Complex
What you need
You
- Your Government uses the Mandala Capital Temple Complex Great Project and Great Building
- If played by the AI:
top_overlord ?= this- Is at not War
- Your capital county’s kingdom › Any in de jure hierarchy:
- Their province:
has_building_with_flag = mandala_capital_building- The Great Building is not Ruined
- Title tier exactly Barony
holder ?= scope:recipient
- Their province:
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.
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 …
- You:
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.
| Reason | Amount |
|---|---|
| Base | -50 |
Your Mandala Radiance (max +200)when
| your mandala radiance value × 2 |
Your low Legitimacywhen
| -15 |
Your low Legitimacywhen
| -25 |
Your low Legitimacywhen
| -50 |
Your low Legitimacywhen
| -75 |
Your high Legitimacywhen
| +25 |
Your high Legitimacywhen
| +50 |
Your high Legitimacywhen
| +75 |
| Opinion | varies |
Is an aspiring Devarajawhen
| × 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 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
Then
If
- Does not have the target char as grudge
Then
Otherwise
- Opinion: Grudge Exacerbated (-20)
Else if
Then
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.