Interaction · Diarch
Discharge Entrenched Regent
The recipient may have coiled … around the vital organs of state, but it's time for them to leave
What you need
You
To send it
- If imprisoned: You are Imprisoned abroad
- Cannot rule by themselves
NOT = { has_diarchy_active_parameter = regency_cant_be_ended_above_this_point }If
- You: Is played by a person
Then
- You must select at least one option
- Your Government is Celestial
Also needed: not traveling
To see it in the menu
One of these
has_diarchy_parameter = dismissal_requires_giftor
All of these
has_diarchy_parameter = dismissal_requires_no_ministryNot all of these
- Holds China
- Your Government is Celestial
- Your government has the government uses ministry budget flag
- If played by the AI:
has_active_diarchy = yes- If imprisoned: You are Imprisoned abroad
- Is not traveling
- Cannot rule by themselves
diarch ?= scope:recipient
Discharge Entrenched Regent is a diarch character interaction in Crusader Kings III. You need: Is not traveling, Cannot rule by themselves and Your Government is Celestial. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include I am your loyal servant (+100), I am absent from my post (+50), I might get nothing (+1,000) and 17 more. Patch 1.20.1.2, from game/common/character_interactions/00_diarch_interactions.txt.
Quick answers (2)
- What are the requirements for Discharge Entrenched Regent in CK3?
- You: Is not traveling, Cannot rule by themselves and Your Government is Celestial. (patch 1.20.1.2)
- How do I get the AI to accept Discharge Entrenched Regent?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: I am your loyal servant +100, I am absent from my post +50, I might get nothing +1,000, Your Diplomacy, Their Diplomacy, … Opinion of …, Current Scales of Power, Intimidated by you, Terrified of you, Your Court Grandeur -20, Your Court Grandeur -40, Your Court Grandeur -60, Your Court Grandeur -80, Your Court Grandeur -100, They is your Rival -50, They is your Nemesis -100, You'll give me nothing?! -30, Deceitful wants a Hook +60, Offered recompense +30, Dynasty Head wants Renown +60, Offered recompense +30, Zealous likes Piety +60, Offered recompense +30, Greedy likes Gold +60, Offered recompense +30 and Is in Debt +60.
Will they accept?
Accepted automatically when:
- The Scales of Power have tipped decisively against me
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 | 0 |
I am your loyal servantwhen
| +100 |
I am absent from my postwhen
| +50 |
I might get nothingwhen
| +1,000 |
| Your Diplomacy | your diplomacy × 2 |
| Their Diplomacy | their diplomacy × -2 |
| … Opinion of … | varies |
| Their personality (AI values: honor 1, boldness -0.5) | varies |
| Current Scales of Power | varies |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
Your Court Grandeurwhen
| -20 |
Your Court Grandeurwhen
| -40 |
Your Court Grandeurwhen
| -60 |
Your Court Grandeurwhen
| -80 |
Your Court Grandeurwhen
| -100 |
They is your Rivalwhen
| -50 |
They is your Nemesiswhen
| -100 |
You'll give me nothing?!when
| -30 |
| Deceitful wants a Hook | +60 |
| Offered recompense | +30 |
Dynasty Head wants Renownwhen
| +60 |
Offered recompensewhen
| +30 |
| Zealous likes Piety | +60 |
| Offered recompense | +30 |
| Greedy likes Gold | +60 |
| Offered recompense | +30 |
Is in Debtwhen
| +60 |
Acceptance (ai_accept) (195 lines of game script)
base = 0
modifier = {
add = 100
desc = liege_dismiss_entrenched_regency_interaction.modifier.desc.loyal_diarch
diarch_loyalty >= diarch_loyalty_visibly_loyal_threshold
}
modifier = {
add = 50
desc = liege_dismiss_entrenched_regency_interaction.modifier.desc.is_disabled
scope:recipient = {
is_diarch_able_trigger = no
}
}
modifier = {
add = 1000
desc = liege_dismiss_entrenched_regency_interaction.modifier.desc.could_freely_dismiss_me
scope:actor = {
NOT = {
has_diarchy_active_parameter = regency_free_end_below_this_point
}
}
}
modifier = {
add = {
value = scope:actor.diplomacy
multiply = 2
}
desc = INTERACTION_DIPLOMACY_ACTOR
}
modifier = {
add = {
value = scope:recipient.diplomacy
multiply = -2
}
desc = INTERACTION_DIPLOMACY_RECIPIENT
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
desc = AI_OPINION_REASON
}
ai_value_modifier = {
ai_honor = 1
ai_boldness = -0.5
}
modifier = {
add = {
value = scope:actor.diarchy_swing
add = -40
multiply = -1
}
desc = INTERACTION_SCALES_OF_POWER
}
modifier = {
add = intimidated_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = -20
desc = GRANDEUR_REASON
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 1_levels_below_expected_level
court_grandeur_current_level > 3_levels_below_expected_level
}
modifier = {
add = -40
desc = GRANDEUR_REASON
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 3_levels_below_expected_level
court_grandeur_current_level > 5_levels_below_expected_level
}
modifier = {
add = -60
desc = GRANDEUR_REASON
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 5_levels_below_expected_level
court_grandeur_current_level > 7_levels_below_expected_level
}
modifier = {
add = -80
desc = GRANDEUR_REASON
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 7_levels_below_expected_level
court_grandeur_current_level > 9_levels_below_expected_level
}
modifier = {
add = -100
desc = GRANDEUR_REASON
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 9_levels_below_expected_level
}
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 = -30
desc = AI_OPINION_OFFENDED
scope:diarchy_ending_gift_stiffed = yes
}
modifier = {
add = 60
desc = liege_dismiss_entrenched_regency_interaction.tt.deceitful_likes_hook
scope:diarchy_ending_gift_hook = yes
has_trait = deceitful
}
modifier = {
add = 30
desc = liege_dismiss_entrenched_regency_interaction.tt.offered_gift
scope:diarchy_ending_gift_hook = yes
NOT = {
has_trait = deceitful
}
}
modifier = {
add = 60
desc = liege_dismiss_entrenched_regency_interaction.tt.dynasty_head_likes_dynasty_prestige
scope:diarchy_ending_gift_dynasty_prestige = yes
this = dynasty.dynast
}
modifier = {
add = 30
desc = liege_dismiss_entrenched_regency_interaction.tt.offered_gift
scope:diarchy_ending_gift_dynasty_prestige = yes
this != dynasty.dynast
}
modifier = {
add = 60
desc = liege_dismiss_entrenched_regency_interaction.tt.zealous_likes_piety
scope:diarchy_ending_gift_piety = yes
has_trait = zealous
}
modifier = {
add = 30
desc = liege_dismiss_entrenched_regency_interaction.tt.offered_gift
scope:diarchy_ending_gift_piety = yes
NOT = {
has_trait = zealous
}
}
modifier = {
add = 60
desc = liege_dismiss_entrenched_regency_interaction.tt.greedy_likes_cash
scope:diarchy_ending_gift_cash = yes
has_trait = greedy
}
modifier = {
add = 30
desc = liege_dismiss_entrenched_regency_interaction.tt.offered_gift
scope:diarchy_ending_gift_cash = yes
NOT = {
has_trait = greedy
}
}
modifier = {
add = 60
desc = PT_AI_IS_IN_DEBT
scope:diarchy_ending_gift_cash = yes
debt_level >= 1
}As written in game/common/character_interactions/00_diarch_interactions.txt.
What happens
If they accept
end_diarchy = yes- The character you target:
If
- The option “diarchy ending gift unnecessary” is chosen
Then
- … … the political clout to resist … or demand compensation
If they refuse
- If major sop swing liege gain at least 1:
- If major sop swing liege gain is 3:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Otherwise
- You: … … Scales of Power swings by 3 towards …
- Else, if major sop swing liege gain is 5:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Otherwise
- You: … … Scales of Power swings by 5 towards …
- Else, if major sop swing liege gain is 10:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Otherwise
- You: … … Scales of Power swings by 10 towards …
- Else, if major sop swing liege gain is 20:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Otherwise
- You: … … Scales of Power swings by 20 towards …
- Else, if major sop swing liege gain is 30:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Otherwise
- You: … … Scales of Power swings by 30 towards …
- Else, if major sop swing liege gain is 40:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Else if a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Otherwise
- You: … … Scales of Power swings by 40 towards …
- If major sop swing liege gain is 3:
- Else, if major sop swing liege gain at most -1:
- If major sop swing liege gain is -3:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 3 towards …
Otherwise
- You: … … Scales of Power swings by 3 towards …
- Else, if major sop swing liege gain is -5:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 5 towards …
Otherwise
- You: … … Scales of Power swings by 5 towards …
- Else, if major sop swing liege gain is -10:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 10 towards …
Otherwise
- You: … … Scales of Power swings by 10 towards …
- Else, if major sop swing liege gain is -20:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 20 towards …
Otherwise
- You: … … Scales of Power swings by 20 towards …
- Else, if major sop swing liege gain is -30:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 30 towards …
Otherwise
- You: … … Scales of Power swings by 30 towards …
- Else, if major sop swing liege gain is -40:
If a check the game hides passes: the same again (1 line)
- You: … … Scales of Power swings by 40 towards …
Otherwise
- You: … … Scales of Power swings by 40 towards …
- If major sop swing liege gain is -3:
- If played by a person: Opinion: Trust (-30)
- If played by the AI: Event diarchy.0111 (after 366 days)
Events it fires: diarchy.0111
• 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) (21 lines of game script)
is_available = OR = {
has_diarchy_parameter = dismissal_requires_gift
AND = {
has_diarchy_parameter = dismissal_requires_no_ministry
tgp_has_access_to_ministry_trigger = no
}
}
trigger_if = {
limit = {
is_ai = yes
}
has_active_diarchy = yes
can_leave_diarchy_trigger = yes
NOT = {
has_character_flag = trying_to_dismiss_regent
}
}
is_shown = scope:actor != scope:recipient
scope:actor = {
diarch ?= scope:recipient
}As written in game/common/character_interactions/00_diarch_interactions.txt.
Can be sent when (is_valid…) (41 lines of game script)
scope:actor = {
can_leave_diarchy_trigger = yes
}
scope:actor = {
NOT = {
has_diarchy_active_parameter = regency_cant_be_ended_above_this_point
}
}
trigger_if = {
limit = {
scope:actor = {
is_ai = no
}
}
custom_tooltip = {
text = interactions_general.tt.must_select_one_option
OR = {
scope:diarchy_ending_gift_unnecessary = yes
scope:diarchy_ending_gift_stiffed = yes
scope:diarchy_ending_gift_hook = yes
scope:diarchy_ending_gift_dynasty_prestige = yes
scope:diarchy_ending_gift_piety = yes
scope:diarchy_ending_gift_cash = yes
scope:diarchy_ending_gift_herd = yes
}
}
}
custom_tooltip = {
text = government_is_celestial_tt
scope:actor = {
tgp_has_access_to_ministry_trigger = no
}
}
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) (270 lines of game script)
on_send = scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
add_character_flag = trying_to_dismiss_regent
}
on_accept = scope:actor = {
end_diarchy = yes
}
scope:recipient = {
if = {
limit = {
scope:diarchy_ending_gift_unnecessary = yes
}
custom_tooltip = liege_dismiss_entrenched_regency_interaction.tt.no_gift_necessary
}
if = {
limit = {
scope:diarchy_ending_gift_stiffed = yes
}
custom_tooltip = liege_dismiss_entrenched_regency_interaction.tt.stiff_them
if = {
limit = {
is_ai = yes
}
if = {
limit = {
has_trait = arrogant
}
add_opinion = {
target = scope:actor
modifier = insult_opinion
opinion = -50
}
}
else = {
add_opinion = {
target = scope:actor
modifier = disappointed_opinion
opinion = -30
}
}
}
}
if = {
limit = {
scope:diarchy_ending_gift_hook = yes
}
add_hook = {
type = favor_hook
target = scope:actor
}
if = {
limit = {
is_ai = yes
}
if = {
limit = {
has_trait = deceitful
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 30
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
}
if = {
limit = {
scope:diarchy_ending_gift_dynasty_prestige = yes
}
scope:actor = {
add_prestige = minor_prestige_loss
}
custom_tooltip = liege_dismiss_entrenched_regency_interaction.tt.dynasty_receives_prestige
hidden_effect = {
dynasty = {
add_dynasty_prestige = liege_dismiss_entrenched_regency_interaction_dynasty_prestige_value
}
}
if = {
limit = {
is_ai = yes
}
if = {
limit = {
dynasty.dynast = scope:recipient
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 30
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
}
if = {
limit = {
scope:diarchy_ending_gift_piety = yes
}
scope:actor = {
add_piety = medium_piety_loss
}
add_piety = major_piety_value
if = {
limit = {
is_ai = yes
}
if = {
limit = {
has_trait = zealous
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 30
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
}
if = {
limit = {
scope:diarchy_ending_gift_cash = yes
}
scope:actor = {
pay_short_term_gold = {
target = scope:recipient
gold = major_gold_value
}
}
if = {
limit = {
is_ai = yes
}
if = {
limit = {
has_trait = greedy
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 30
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
}
if = {
limit = {
scope:diarchy_ending_gift_herd = yes
}
scope:actor = {
pay_herd = {
target = scope:recipient
value = domicile.ten_percent_herd_value
}
}
if = {
limit = {
is_ai = yes
}
if = {
limit = {
has_trait = greedy
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 30
}
}
else = {
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
}
}
if = {
limit = {
always = scope:diarchy_ending_gift_unnecessary
}
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = {
VARIABLE = di_track_entr_unnecessary_accept
}
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_unnecessary_accept_actor_list
}
}
scope:recipient = {
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_unnecessary_accept_recipient_list
}
}
}
else_if = {
limit = {
always = scope:diarchy_ending_gift_stiffed
}
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = {
VARIABLE = di_track_entr_stiffed_accept
}
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_stiffed_accept_actor_list
}
}
scope:recipient = {
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_stiffed_accept_recipient_list
}
}
}
else_if = {
limit = {
always = scope:diarchy_ending_gift_hook
}
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = {
VARIABLE = di_track_entr_hook_accept
}
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_hook_accept_actor_list
}
}
scope:recipient = {
diarch_interaction_add_to_global_list_effect = {
VARIABLE_LIST = di_track_entr_hook_accept_recipient_list
}
}
}
else_if = {
limit = {
always = scope:diarchy_ending_gift_dynasty_prestige
}
sco
# … (cut here; the rest is in the file)As written in game/common/character_interactions/00_diarch_interactions.txt.
- Category
- Diarch
- Cooldown
- 1 year
- In the menu
- main list
- ID
liege_dismiss_entrenched_regency_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).