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

Discharge Entrenched Regent

No costAccepted automatically in some cases; otherwise the AI weighs it

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_gift
    • or

      All of these

      • has_diarchy_parameter = dismissal_requires_no_ministry
      • Not 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.

for a guide, post or blog
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:

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
Base0
I am your loyal servant
when
  • Loyalty at least 75
+100
I am absent from my post
when
  • The character you target:
    • Not all of these

      • Is not imprisoned
      • Cannot rule by themselves
      • If

        a check the game hides

        Then

        • involved_activity.activity_location.county.holder = { target_is_same_character_or_above = scope:diarch_temp.liege }
+50
I might get nothing
when
  • NOT = { has_diarchy_active_parameter = regency_free_end_below_this_point }
+1,000
Your Diplomacyyour diplomacy × 2
Their Diplomacytheir diplomacy × -2
… Opinion of …varies
Their personality (AI values: honor 1, boldness -0.5)varies
Current Scales of Powervaries
Intimidated by you
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 1 }
intimidated_halved_reason_value
Terrified of you
when
  • The character you target:
    • has_dread_level_towards = { target = scope:actor level = 2 }
cowed_halved_reason_value
Your Court Grandeur
when
  • Have a Royal Court
  • court_grandeur_current_level <= 1_levels_below_expected_level
  • court_grandeur_current_level > 3_levels_below_expected_level
-20
Your Court Grandeur
when
  • Have a Royal Court
  • court_grandeur_current_level <= 3_levels_below_expected_level
  • court_grandeur_current_level > 5_levels_below_expected_level
-40
Your Court Grandeur
when
  • Have a Royal Court
  • court_grandeur_current_level <= 5_levels_below_expected_level
  • court_grandeur_current_level > 7_levels_below_expected_level
-60
Your Court Grandeur
when
  • Have a Royal Court
  • court_grandeur_current_level <= 7_levels_below_expected_level
  • court_grandeur_current_level > 9_levels_below_expected_level
-80
Your Court Grandeur
when
  • Have a Royal Court
  • court_grandeur_current_level <= 9_levels_below_expected_level
-100
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
You'll give me nothing?!
when
  • The option “diarchy ending gift stiffed” is chosen
-30
Deceitful wants a Hook
when
  • The option “diarchy ending gift hook” is chosen
  • Has the Trait: Deceitful
+60
Offered recompense
when
  • The option “diarchy ending gift hook” is chosen
  • Does not have the Trait: Deceitful
+30
Dynasty Head wants Renown
when
  • The option “diarchy ending gift dynasty prestige” is chosen
+60
Offered recompense
when
  • The option “diarchy ending gift dynasty prestige” is chosen
+30
Zealous likes Piety
when
  • The option “diarchy ending gift piety” is chosen
  • Has the Trait: Zealous
+60
Offered recompense
when
  • The option “diarchy ending gift piety” is chosen
  • Does not have the Trait: Zealous
+30
Greedy likes Gold
when
  • The option “diarchy ending gift cash” is chosen
  • Has the Trait: Greedy
+60
Offered recompense
when
  • The option “diarchy ending gift cash” is chosen
  • Does not have the Trait: Greedy
+30
Is in Debt
when
  • The option “diarchy ending gift cash” is chosen
  • Debt level at least 1
+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

      • The option “diarchy ending gift stiffed” is chosen

      Then

      • … … … out of a just reward
      • If played by the AI:
        • If has the Trait: Arrogant: Opinion: Insulted (-50)
        • Otherwise: Opinion: Disappointed (-30)
    • If

      • The option “diarchy ending gift hook” is chosen

      Then

      • Gain a Favor on you
      • If played by the AI:
        • If has the Trait: Deceitful: Opinion: Pleased (+30)
        • Otherwise: Opinion: Pleased (+15)
    • If

      • The option “diarchy ending gift dynasty prestige” is chosen

      Then

      • You: Gain -75 Prestige
      • … Dynasty receives … Renown
      • If played by the AI:
        • If

          • dynasty.dynast = scope:recipient

          Then

          • Opinion: Pleased (+30)

          Otherwise

          • Opinion: Pleased (+15)
    • If

      • The option “diarchy ending gift piety” is chosen

      Then

      • You: Gain -100 Piety
      • Gain +250 Piety
      • If played by the AI:
        • If has the Trait: Zealous: Opinion: Pleased (+30)
        • Otherwise: Opinion: Pleased (+15)
    • If

      • The option “diarchy ending gift cash” is chosen

      Then

      • You: Pay gold to the target
      • If played by the AI:
        • If has the Trait: Greedy: Opinion: Pleased (+30)
        • Otherwise: Opinion: Pleased (+15)
    • If

      • The option “diarchy ending gift herd” is chosen

      Then

      • You:
        • pay_herd = { target = scope:recipient value = domicile.ten_percent_herd_value }
      • If played by the AI:
        • If has the Trait: Greedy: Opinion: Pleased (+30)
        • Otherwise: Opinion: Pleased (+15)

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

        Otherwise

    • Else, if major sop swing liege gain is 5:
      • 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

    • Else, if major sop swing liege gain is 10:
      • 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

    • Else, if major sop swing liege gain is 20:
      • 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

    • Else, if major sop swing liege gain is 30:
      • 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

    • Else, if major sop swing liege gain is 40:
      • 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

  • 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)

        Else if

        a check the game hides

        Then

        Otherwise

    • Else, if major sop swing liege gain is -5:
      • If a check the game hides passes: the same again (1 line)

        Else if

        a check the game hides

        Then

        Otherwise

    • Else, if major sop swing liege gain is -10:
      • If a check the game hides passes: the same again (1 line)

        Else if

        a check the game hides

        Then

        Otherwise

    • Else, if major sop swing liege gain is -20:
      • If a check the game hides passes: the same again (1 line)

        Else if

        a check the game hides

        Then

        Otherwise

    • Else, if major sop swing liege gain is -30:
      • If a check the game hides passes: the same again (1 line)

        Else if

        a check the game hides

        Then

        Otherwise

    • Else, if major sop swing liege gain is -40:
      • If a check the game hides passes: the same again (1 line)

        Else if

        a check the game hides

        Then

        Otherwise

  • 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).

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