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

… Imprison

No costThe AI weighs it (the answer is partly random)

Attempt to Imprison the recipient, despite not being … Liege This will incur Strife with your fellow Vassals

What you need

You

To send it

  • The character you target:
    • Is not imprisoned
    • Is not at war with the allowed imprisoner
    • Does not have a Strong Hook on the allowed imprisoner
    • … is traveling to become a Hostage
    • If

      Then

      • The allowed imprisoner: Is landed
      • reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
      • domicile.domicile_location.county ?= { target_is_de_facto_liege_or_above = scope:allowed_imprisoner.primary_title }
  • Your liege:
  • You: Is not imprisoned
  • They … too preoccupied to act as … right now
  • Your Liege is not in a Regency
  • If

    • You:
      • is_diarch = yes

    Then

    • Your liege:
      • has_diarchy_active_parameter = unlock_diarch_imprison_interaction
    • Your liege:
      • If

        • has_realm_law_flag = imprisonment_toggle_enable

        Then

        • has_realm_law_flag = imprisonment_toggle_on
  • None of these

    • You:
      • is_at_war_with = scope:actor.liege

To see it in the menu

  • One of these

    • is_designated_diarch = yes
    • or

      All of these

      • is_diarch_of_target = liege
      • exists = liege
  • One of these

    • Is landed
    • or

      All of these

      • you has administrative government mechanic
      • Is not landed
      • If

        a check the game hides

        Then

        • Your house: Has the house check as house head
      • You have a domicile
    • 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

      All of these

      • Is a ruler
      • Your Government is a Theocratic-type Government
  • Your liege:
    • has_diarchy_parameter = unlock_diarch_imprison_interaction
  • If

    • The character you target:
      • is_courtier = yes

    Then

    • None of these

      • The target’s host › Any foreign court guest: Is the target
  • Your liege › The character you target:
    • One of these

      • All of these

        • Is a vassal (or below) of the allowed imprisoner
        • If

          • is_foreign_court_guest = yes

          Then

          • Their host: Is a vassal (or below) of the allowed imprisoner
      • or

        Is a guest at the allowed imprisoner’s court
      • or

        All of these

        • Has a Adventurer Government
        • reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
    • Is not imprisoned by the allowed imprisoner
  • None of these

    • All of these

      • The character you target:
        • One of these

          • All of these

            • Is a vassal (or below) of the allowed imprisoner
            • If

              • is_foreign_court_guest = yes

              Then

              • Their host: Is a vassal (or below) of the allowed imprisoner
          • or

            Is a guest at the allowed imprisoner’s court
          • or

            All of these

            • Has a Adventurer Government
            • reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
        • Is not imprisoned by the allowed imprisoner

The character you target

  • Is not imprisoned

… Imprison is a diarch character interaction in Crusader Kings III. You need: They … too preoccupied to act as … right now and Your Liege is not in a Regency. The AI weighs it (the answer is partly random). Reasons the AI weighs include Hook used (+30), Refusal is Treason (+20), Prison-Feudal Complex (+50) and 9 more. Patch 1.20.1.2, from game/common/character_interactions/00_diarch_interactions.txt.

for a guide, post or blog
Quick answers (2)
What are the requirements for … Imprison in CK3?
You: They … too preoccupied to act as … right now and Your Liege is not in a Regency. (patch 1.20.1.2)
How do I get the AI to accept … Imprison?
The AI weighs it (the answer is partly random). Its reasons: Your Intrigue, The recipient's Intrigue, Hook used +30, … Opinion of …, Refusal is Treason +20, Prison-Feudal Complex +50, The recipient … of the … Tier -40, The recipient is not a Ruler +50, The recipient is your Child +200, The recipient is backed by a faction -70, Rank Difference, Intimidated by you, Terrified of you, Difference in your Military Strength (max +20), They is your Rival -50, They is your Nemesis -100, Your Court Grandeur +10, Your Court Grandeur +20 and Legalistic Customs +20.

Will they accept?

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
Base0
Your Intrigueyour intrigue × 1
The recipient's Intriguetheir intrigue × -2
Hook used
when
+30
… Opinion of …varies
Their personality (AI values: boldness (scripted))varies
Refusal is Treason
when
  • Any vassal or below:
  • has_realm_law_flag = vassal_refusal_is_treason
+20
Prison-Feudal Complex
when
+50
The recipient … of the … Tier
when
-40
The recipient is not a Ruler
when
  • The character you target: Is not a ruler
+50
The recipient is your Child
when
  • The character you target:
    • Is a child of you
    • Is a courtier of you
    • Is a child
+200
The recipient is backed by a faction
when
  • One of these

    • Any targeting faction:
      • faction_type = claimant_faction
      • faction_is_at_war = yes
      • special_character ?= scope:recipient
    • or

      All of these

      • exists = var:claimant_faction_sent_demand
      • Claimant faction sent demand is scope:recipient
-70
Rank Difference
when
  • The character you target:
varies
Intimidated by you
when
  • The character you target:
    • Is not a vassal (or below) of you
    • has_dread_level_towards = { target = scope:actor level = 1 }
intimidated_external_reason_value
Terrified of you
when
  • The character you target:
    • Is not a vassal (or below) of you
    • has_dread_level_towards = { target = scope:actor level = 2 }
cowed_external_reason_value
Difference in your Military Strength (max +20)
when
  • Is a ruler
  • The character you target: Is a ruler
varies
They is your Rival
when
  • The character you target:
    • Has you as rival
    • Does not have you as nemesis
-50
They is your Nemesis
when
  • The character you target: Has you as nemesis
-100
Your Court Grandeur
when
  • Have a Royal Court
  • Court grandeur current level at least 7
  • Court grandeur current level less than 9
  • The character you target: Doesn't have a Royal Court
+10
Your Court Grandeur
when
  • Have a Royal Court
  • Court grandeur current level at least 9
  • The character you target: Doesn't have a Royal Court
+20
Legalistic Customs
when
+20
Acceptance (ai_accept) (241 lines of game script)
base = 0
modifier = {
	add = {
		value = scope:actor.intrigue
		multiply = 1
	}
	desc = IMPRISON_INTRIGUE_ACTOR
}
modifier = {
	add = {
		value = scope:recipient.intrigue
		multiply = -2
	}
	desc = IMPRISON_INTRIGUE_RECIPIENT
}
modifier = {
	add = 30
	desc = SCHEME_HOOK_USED
	scope:hook = yes
}
opinion_modifier = {
	who = scope:recipient
	opinion_target = scope:actor
	multiplier = 0.5
	desc = AI_OPINION_REASON
}
ai_value_modifier = {
	who = scope:recipient
	ai_boldness = {
		if = {
			limit = {
				scope:recipient = {
					NOT = {
						ai_boldness = 0
					}
				}
			}
			value = -0.5
		}
	}
}
modifier = {
	add = 20
	desc = AI_REFUSAL_IS_TREASON
	scope:actor = {
		any_vassal_or_below = {
			this = scope:recipient
		}
		has_realm_law_flag = vassal_refusal_is_treason
	}
}
modifier = {
	add = 50
	desc = AI_PRISON_FEUDAL_COMPLEX_PERK
	scope:actor = {
		has_perk = prison_feudal_complex_perk
	}
}
modifier = {
	add = -40
	desc = offer_vassalization_interaction_aibehavior_hightier_tt
	scope:recipient = {
		highest_held_title_tier = tier_kingdom
	}
}
modifier = {
	add = 50
	desc = AI_REFUSAL_COURTIER
	scope:recipient = {
		is_ruler = no
	}
}
modifier = {
	add = 200
	desc = AI_REFUSAL_YOUNG_CHILD
	scope:recipient = {
		is_child_of = scope:actor
		is_courtier_of = scope:actor
		is_adult = no
	}
}
modifier = {
	add = -70
	desc = AI_CLAIMANT_PENALTY
	scope:actor = {
		OR = {
			any_targeting_faction = {
				faction_type = claimant_faction
				faction_is_at_war = yes
				special_character ?= scope:recipient
			}
			AND = {
				exists = var:claimant_faction_sent_demand
				var:claimant_faction_sent_demand = scope:recipient
			}
		}
	}
}
modifier = {
	add = {
		value = -15
		if = {
			limit = {
				scope:actor = {
					tier_difference = {
						target = scope:recipient
						value >= 2
					}
				}
			}
			add = 5
		}
		if = {
			limit = {
				scope:actor = {
					tier_difference = {
						target = scope:recipient
						value >= 3
					}
				}
			}
			add = 5
		}
		if = {
			limit = {
				scope:actor = {
					tier_difference = {
						target = scope:recipient
						value >= 4
					}
				}
			}
			add = 10
		}
	}
	desc = AI_REFUSAL_RANK_DIFFERENCE
	scope:recipient = {
		is_ruler = yes
		highest_held_title_tier < tier_kingdom
	}
}
modifier = {
	add = intimidated_external_reason_value
	desc = INTIMIDATED_REASON
	scope:recipient = {
		NOT = {
			target_is_liege_or_above = scope:actor
		}
		has_dread_level_towards = {
			target = scope:actor
			level = 1
		}
	}
}
modifier = {
	add = cowed_external_reason_value
	desc = COWED_REASON
	scope:recipient = {
		NOT = {
			target_is_liege_or_above = scope:actor
		}
		has_dread_level_towards = {
			target = scope:actor
			level = 2
		}
	}
}
modifier = {
	add = {
		value = 1
		subtract = {
			value = scope:recipient.max_military_strength
			divide = {
				value = scope:actor.max_military_strength
				min = 1
			}
		}
		multiply = 100
		min = -1000
		max = 20
	}
	desc = offer_vassalization_interaction_aibehavior_power_tt
	scope:actor = {
		is_ruler = yes
	}
	scope:recipient = {
		is_ruler = yes
	}
}
modifier = {
	add = -50
	desc = offer_vassalization_interaction_aibehavior_rival_tt
	scope:recipient = {
		has_relation_rival = scope:actor
		NOT = {
			has_relation_nemesis = scope:actor
		}
	}
}
modifier = {
	add = -100
	desc = offer_vassalization_interaction_aibehavior_nemesis_tt
	scope:recipient = {
		has_relation_nemesis = scope:actor
	}
}
modifier = {
	add = 10
	desc = GRANDEUR_REASON
	scope:recipient = {
		has_royal_court = no
	}
	scope:actor = {
		has_royal_court = yes
		has_dlc_feature = royal_court
		court_grandeur_current_level >= 7
		court_grandeur_current_level < 9
	}
}
modifier = {
	add = 20
	desc = GRANDEUR_REASON
	scope:recipient = {
		has_royal_court = no
	}
	scope:actor = {
		has_royal_court = yes
		has_dlc_feature = royal_court
		court_grandeur_current_level >= 9
	}
}
modifier = {
	add = legalistic_vassal_punishment_acceptance
	desc = tradition_legalistic_name
	scope:actor = {
		has_imprisonment_reason = scope:recipient
		culture = {
			has_cultural_parameter = vassals_more_likely_accept_punishments
		}
	}
}

As written in game/common/character_interactions/00_diarch_interactions.txt.

What happens

If they accept

  • If

    Then

    • You: Use a Hook on the target
  • Event char_interaction.0282
  • You:
    • If

      • NOT = { has_imprisonment_reason = scope:recipient }

      Then

      • If

        • One of these

          • Is the target’s spouse
          • or

            Is close family of the target
          • or

            The character you target:
            • tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }

        Then

        • Dread +20

        Else if

        • One of these

          • The character you target:
            • tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy }
          • or

            The character you target:
            • tier_or_related_liege_tier_equal_trigger = { TIER = tier_county }

        Then

        • Dread +10
  • If

    • The imprisonment performer:
      • NOT = { has_imprisonment_reason = scope:recipient }
      • faith.religious_head = scope:recipient

    Then

  • You:
    • If

      • has_imprisonment_reason = scope:recipient

      Then

      • Stress and fulfillment impact: by trait: Compassionate +20, Forgiving +20

      Otherwise

      • Stress and fulfillment impact: by trait: Just +40, Compassionate +40
    • If

      Then

  • The imprisonment target:
    • If

      Then

      • 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
        • can_set_relation_rival_if_adult_trigger = { CHARACTER = scope:target_char }

        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

          • can_set_relation_potential_rival_trigger = { CHARACTER = scope:target_char }

          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
    • Opinion: In Prison
  • The imprisonment target:
    • If

      • is_hostage = yes

      Then

  • If

    • The imprisoner: Is not a landless ruler
    • The imprisonment target:
      • One of these

        • All of these

          • Is a ruler
          • One of these

            • Cannot play landless rulers without having an Estate
            • or

              … (more in the script below)
        • or

          … (more in the script below)
  • … (more in the script below)

When it is accepted automatically

  • Event char_interaction.0281
  • You:
    • If

      • NOT = { has_imprisonment_reason = scope:recipient }

      Then

      • If

        • One of these

          • Is the target’s spouse
          • or

            Is close family of the target
          • or

            The character you target:
            • tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }

        Then

        • Dread +20

        Else if

        • One of these

          • The character you target:
            • tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy }
          • or

            The character you target:
            • tier_or_related_liege_tier_equal_trigger = { TIER = tier_county }

        Then

        • Dread +10
  • If

    • The imprisonment performer:
      • NOT = { has_imprisonment_reason = scope:recipient }
      • faith.religious_head = scope:recipient

    Then

  • You:
    • If

      • has_imprisonment_reason = scope:recipient

      Then

      • Stress and fulfillment impact: by trait: Compassionate +20, Forgiving +20

      Otherwise

      • Stress and fulfillment impact: by trait: Just +40, Compassionate +40
    • If

      Then

  • The imprisonment target:
    • If

      Then

      • 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
        • can_set_relation_rival_if_adult_trigger = { CHARACTER = scope:target_char }

        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

          • can_set_relation_potential_rival_trigger = { CHARACTER = scope:target_char }

          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
    • Opinion: In Prison
  • The imprisonment target:
    • If

      • is_hostage = yes

      Then

  • If

    • The imprisoner: Is not a landless ruler
    • The imprisonment target:
      • One of these

        • All of these

          • Is a ruler
          • One of these

            • Cannot play landless rulers without having an Estate
            • or

              If

              • One of these

                • Is landed
                • or

                  Government is a Theocratic-type Government

              Then

              • … (more in the script below)
            • or

              … (more in the script below)
        • or

          … (more in the script below)
  • … (more in the script below)

If they refuse

  • If

    • The imprisonment performer:
      • NOT = { has_imprisonment_reason = scope:recipient }
      • faith.religious_head = scope:recipient

    Then

  • If

    a check the game hides

    Then

    • If

      • has_imprisonment_reason = scope:recipient

      Then

      • consume_imprisonment_reasons = scope:recipient

      Otherwise

      • change_strife_opinion = medium_strife_gain

    Else if

    • has_imprisonment_reason = scope:recipient

    Then

    • … … a known Criminal (…), allowing … to imprison … without being viewed as a Tyrant

    Else if

    • One of these

      • NOT = { exists = scope:recipient }
      • or

        Is at war with the target

    Then

    • As … … a fair reason, no one will think … a Tyrant

    Otherwise

    • Tyranny changes
    • If

      • The character you target: Is landed

      Then

  • The character you target:
    • Opinion: Attempted Imprisonment
    • If

      • One of these

        • Is landed
        • or

          All of these

          • they has administrative government mechanic
          • Is not landed
          • If

            a check the game hides

            Then

            • Their house: Has the house check as house head
          • Has a domicile
        • or

          All of these

          • Their liege:
            • All of these

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

        • or

          All of these

          • Is a ruler
          • Government is a Theocratic-type Government
      • Highest held Title is at least County Rank

      Then

      • You: Event char_interaction.0283
      • 1 of 2 things will happen:
        • 50% – If … … down › You:
          • If played by a person: Crime — You are allowed to rightfully imprison …, if the opportunity presents itself
          • Otherwise: Opinion: Refused Borrowed Power Demand
          • Their liege:
            • If played by a person: Crime — You are allowed to rightfully imprison …
            • Otherwise: Opinion: Refused Borrowed Power Demand
        • 50% – If … … the claim › The character you target:
          • start_war = { casus_belli = remove_regent_cb target = scope:actor }

      Otherwise

      • If

        • One of these

          • Is landed
          • or

            All of these

            • they has administrative government mechanic
            • Is not landed
            • If

              a check the game hides

              Then

              • Their house: Has the house check as house head
            • Has a domicile
          • or

            All of these

            • Their liege:
              • tgp_has_access_to_ministry_trigger = { }
            • One of these

          • or

            All of these

            • Is a ruler
            • Government is a Theocratic-type Government

        Then

        • depose = yes
        • If

          • If

            • Not all of these

              • Is played by a person
              • they has administrative government mechanic
              • Is an Independent Ruler
              • Is not landed

            Then

          • If

            • tgp_realm_has_ceremonial_liege_trigger = { }

            Then

          • If played by the AI:
            • If a check the game hides passes: the same again (1 line)
              • … (more in the script below)
            • … (more in the script below)
        • … (more in the script below)
      • … (more in the script below)
  • … (more in the script below)

Options when sending

  • Use a Hook

Events it fires: char_interaction.0282, lover.0101, char_interaction.0283, ep3_laamps.0002, char_interaction.0281

• 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) (41 lines of game script)
is_available = OR = {
	is_designated_diarch = yes
	AND = {
		is_diarch_of_target = liege
		exists = liege
	}
}
is_landed_or_landless_administrative_or_theocratic = yes
liege ?= {
	has_diarchy_parameter = unlock_diarch_imprison_interaction
}
is_shown = scope:actor != scope:recipient
scope:recipient = {
	is_imprisoned = no
}
trigger_if = {
	limit = {
		scope:recipient = {
			is_courtier = yes
		}
	}
	NOT = {
		scope:recipient.host = {
			any_foreign_court_guest = {
				this = scope:recipient
			}
		}
	}
}
scope:actor = {
	liege ?= {
		basic_allowed_to_imprison_character_trigger = {
			CHARACTER = scope:recipient
		}
	}
	NOT = {
		basic_allowed_to_imprison_character_trigger = {
			CHARACTER = scope:recipient
		}
	}
}

As written in game/common/character_interactions/00_diarch_interactions.txt.

Can be sent when (is_valid…) (47 lines of game script)
scope:actor = {
	advanced_allowed_to_imprison_character_trigger = {
		CHARACTER = scope:recipient
	}
}
imprison_neutral_is_valid_showing_failures_only_triggers_trigger = yes
diarch_cannot_be_disabled_trigger = {
	DIARCH = scope:actor
}
custom_tooltip = {
	text = diarch_interactions.tt.you_must_be_in_a_regency_to_access
	scope:actor = {
		is_diarch = yes
	}
}
trigger_if = {
	limit = {
		scope:actor = {
			is_diarch = yes
		}
	}
	scope:actor.liege = {
		has_diarchy_active_parameter = unlock_diarch_imprison_interaction
	}
	scope:actor.liege = {
		trigger_if = {
			limit = {
				has_realm_law_flag = imprisonment_toggle_enable
			}
			has_realm_law_flag = imprisonment_toggle_on
		}
	}
}
NOT = {
	scope:actor = {
		is_at_war_with = scope:actor.liege
	}
}
scope:actor != scope:intermediary
scope:actor = {
	custom_description = {
		text = character_interactions_hostile_actions_disabled_delay
		NOT = {
			has_character_flag = flag_hostile_actions_disabled_delay
		}
	}
}

As written in game/common/character_interactions/00_diarch_interactions.txt.

Effects (on_send, on_accept, on_decline) (237 lines of game script)
on_send = scope:actor = {
	add_character_flag = {
		flag = flag_hostile_actions_disabled_delay
		days = 10
	}
}
on_accept = if = {
	limit = {
		scope:hook = yes
	}
	scope:actor = {
		use_hook = scope:recipient
	}
}
scope:actor = {
	trigger_event = char_interaction.0282
}
save_scope_value_as = {
	name = use_strife_not_tyranny
	value = yes
}
diarch_imprison_general_accept_effect = yes
debug_log = debug_log.diarch_imprison.accepted
scope:actor = {
	diarch_interaction_set_or_update_global_variable_effect = {
		VARIABLE = di_track_imprison_accept
	}
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_accept_actor_list
	}
}
scope:recipient = {
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_accept_recipient_list
	}
}
scope:intermediary = {
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_accept_intermediary_list
	}
}
on_decline = scope:actor = {
	save_scope_as = use_strife_not_tyranny
	imprison_HoF_consequences_effect = yes
	imprison_tyranny_effect = yes
}
scope:recipient = {
	add_opinion = {
		target = scope:actor
		modifier = attempted_imprisonment_opinion
	}
	if = {
		limit = {
			is_landed_or_landless_administrative_or_theocratic = yes
			highest_held_title_tier >= tier_county
		}
		scope:actor = {
			trigger_event = char_interaction.0283
		}
		show_as_tooltip = {
			random_list = {
				50 = {
					show_chance = no
					desc = char_interaction.0263.result.criminal
					diarch_declare_recipient_criminal_effect = yes
				}
				50 = {
					trigger = {
						scope:actor = {
							is_landed = yes
						}
					}
					show_chance = no
					desc = char_interaction.0263.result.war
					scope:recipient = {
						start_war = {
							casus_belli = remove_regent_cb
							target = scope:actor
						}
					}
				}
			}
		}
	}
	else = {
		if = {
			limit = {
				is_councillor_of = scope:actor
				can_be_fired_from_council_trigger = {
					COURT_OWNER = scope:actor
				}
			}
			set_variable = {
				name = escaped_imprisonment_from
				value = scope:actor
				years = 20
			}
		}
		if = {
			limit = {
				is_landed_or_landless_administrative_or_theocratic = yes
			}
			depose_effect = {
				DEPOSER = scope:actor
			}
		}
		if = {
			limit = {
				is_playable_character = no
				trigger_if = {
					limit = {
						is_councillor = yes
					}
					can_be_fired_from_council_trigger = {
						COURT_OWNER = scope:recipient.liege
					}
				}
				trigger_if = {
					limit = {
						exists = scope:actor.faith.religious_head
					}
					scope:actor.faith.religious_head != scope:recipient
				}
			}
			custom_tooltip = deposed_and_become_wanderer
			select_and_move_to_pool_effect = yes
		}
		add_opinion = {
			target = scope:actor
			modifier = attempted_imprisonment_opinion
		}
	}
}
scope:actor = {
	if = {
		limit = {
			any_courtier = {
				has_relation_guardian = scope:recipient
			}
		}
		every_courtier = {
			limit = {
				has_relation_guardian = scope:recipient
			}
			save_scope_as = ward
			remove_guardian_effect = {
				GUARDIAN = scope:recipient
				WARD = scope:ward
				RETURN_WARD = yes
				HIDE_OPINION = no
			}
			add_to_list = ward_children
		}
	}
	if = {
		limit = {
			any_courtier = {
				has_relation_ward = scope:recipient
			}
		}
		random_courtier = {
			limit = {
				has_relation_ward = scope:recipient
			}
			save_scope_as = guardian
			show_as_tooltip = {
				remove_guardian_effect = {
					GUARDIAN = scope:guardian
					WARD = scope:recipient
					RETURN_WARD = yes
					HIDE_OPINION = no
				}
			}
			add_to_list = guardian_list
		}
		hidden_effect = {
			scope:guardian = {
				send_interface_message = {
					type = event_childhood_neutral
					title = remove_guardian_interaction_notification
					left_icon = scope:recipient
					right_icon = scope:guardian
					remove_guardian_effect = {
						GUARDIAN = scope:guardian
						WARD = scope:recipient
						RETURN_WARD = yes
						HIDE_OPINION = no
					}
				}
			}
		}
	}
}
scope:actor = {
	if = {
		limit = {
			scope:recipient = {
				OR = {
					is_playable_character = no
					AND = {
						is_landed_or_landless_administrative_or_theocratic = yes
						primary_title.tier = tier_barony
					}
				}
			}
		}
		trigger_event = char_interaction.0230
	}
}
if = {
	limit = {
		scope:actor = {
			has_character_flag = flag_hostile_actions_disabled_delay
		}
	}
	scope:actor = {
		remove_character_flag = flag_hostile_actions_disabled_delay
	}
}
debug_log = debug_log.diarch_imprison.rejected
scope:actor = {
	diarch_interaction_set_or_update_global_variable_effect = {
		VARIABLE = di_track_imprison_decline
	}
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_decline_actor_list
	}
}
scope:recipient = {
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_decline_recipient_list
	}
}
scope:intermediary = {
	diarch_interaction_add_to_global_list_effect = {
		VARIABLE_LIST = di_track_imprison_decline_int
# … (cut here; the rest is in the file)

As written in game/common/character_interactions/00_diarch_interactions.txt.

Category
Diarch
Cooldown
1 year
Again on the same character
after 3 years
In the menu
under More…
ID
diarch_imprison_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. “…” marks words the game fills in at play time (a name, a title).

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