Interaction · Hostile actions
Disinherit
Dynasty Head Interaction Remove the recipient from the Line of Succession
What you need
You
To send it
If
None of these
- The character you target:
One of these
- Has the Trait: Disputed Heritage
or
Any secret: Is known by youor
Has the Trait: Bastard
- The character you target:
Then
- Your dynasty:
dynasty_prestige >= medium_dynasty_prestige_value
- … cannot take overt hostile actions against … Diarch
- Culture does not have the Mystical Ancestors Tradition.
To see it in the menu
- If played by the AI:
- Is a Dynasty Head
- Does not have the Trait: Forgiving
- Is at not War
None of these
- The target is you
All of these
- The character you target: Is a child of you
- Your dynasty:
this = scope:recipient.dynasty- The Dynasty has the Pragmatic Roots Legacy
- Is a Dynasty Head
- Is of the same dynasty as the target
The character you target
To send it
- Does not have a Strong Hook on you
To see it in the menu
- Does not have the Trait: Disinherited
Disinherit is a hostile character interaction in Crusader Kings III. You need: Culture does not have the Mystical Ancestors Tradition. The character you target needs: Does not have a Strong Hook on you. Accepted automatically. It costs Renown (varies), Prestige (from 150). Patch 1.20.1.2, from game/common/character_interactions/00_dynast_interactions.txt.
Quick answers (3)
- What are the requirements for Disinherit in CK3?
- You: Culture does not have the Mystical Ancestors Tradition. The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- Will the AI accept Disinherit?
- Yes: it is accepted automatically.
- How much does Disinherit cost?
- Renown (varies), Prestige (from 150) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
None of these
One of these
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_sp_or_stress_lossor
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_stress_loss
Then
- Stress and fulfillment impact: by trait: Forgiving +20, Compassionate +20
- If has Legitimacy:
If
- The character you target:
is_primary_heir_of = scope:puppet_or_actor
Then
add_legitimacy = { value = medium_legitimacy_loss multiply = scope:puppet_or_actor.primary_title.tier }
Else if
- The character you target: Is a child of you
Then
add_legitimacy = { value = minor_legitimacy_loss multiply = scope:puppet_or_actor.primary_title.tier }
Otherwise
add_legitimacy = { value = miniscule_legitimacy_loss multiply = scope:puppet_or_actor.primary_title.tier }
- The character you target:
When it is accepted automatically
- The character you target: Event char_interaction.0020
Events it fires: char_interaction.0020
• 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) (31 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
is_dynast = yes
NOT = {
has_trait = forgiving
}
is_at_war = no
}
is_shown = NOR = {
scope:recipient = scope:puppet_or_actor
AND = {
scope:recipient = {
is_child_of = scope:puppet_or_actor
}
scope:puppet_or_actor.dynasty ?= {
this = scope:recipient.dynasty
has_dynasty_perk = fp2_coterie_legacy_5
}
}
}
scope:puppet_or_actor ?= {
is_dynast = yes
dynasty ?= scope:recipient.dynasty
}
scope:recipient = {
NOT = {
has_trait = disinherited
}
}As written in game/common/character_interactions/00_dynast_interactions.txt.
Can be sent when (is_valid…) (54 lines of game script)
trigger_if = {
limit = {
NOT = {
scope:recipient = {
OR = {
has_trait = disputed_heritage
any_secret = {
type = secret_disputed_heritage
is_known_by = scope:puppet_or_actor
}
has_trait = bastard
}
}
}
}
scope:puppet_or_actor.dynasty = {
dynasty_prestige >= medium_dynasty_prestige_value
}
}
scope:recipient = {
NOT = {
has_strong_hook = scope:puppet_or_actor
}
}
trigger_if = {
limit = {
scope:recipient = {
NOR = {
is_child_of = scope:puppet_or_actor
is_grandchild_of = scope:puppet_or_actor
is_great_grandchild_of = scope:puppet_or_actor
}
}
}
custom_description = {
scope:recipient.top_liege = scope:puppet_or_actor.top_liege
subject = scope:puppet_or_actor
text = same_realm_as
}
}
custom_tooltip = {
text = cannot_take_overt_hostile_actions_against_diarch.tt
NOT = {
scope:recipient ?= scope:puppet_or_actor.diarch
}
}
custom_description = {
scope:puppet_or_actor.culture = {
NOT = {
has_cultural_parameter = cannot_disherit
}
}
text = mystical_ancestors_disinherit
}As written in game/common/character_interactions/00_dynast_interactions.txt.
Effects (on_send, on_accept, on_decline) (115 lines of game script)
on_accept = scope:puppet_or_actor = {
if = {
limit = {
NOT = {
sp_hostile_schemes_except_murder_no_stress_or_fulfillment_trigger = yes
}
}
stress_and_fulfillment_impact = {
forgiving = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
}
if = {
limit = {
has_legitimacy = yes
}
if = {
limit = {
scope:recipient = {
is_primary_heir_of = scope:puppet_or_actor
}
}
add_legitimacy = {
value = medium_legitimacy_loss
multiply = scope:puppet_or_actor.primary_title.tier
}
}
else_if = {
limit = {
scope:recipient = {
is_child_of = scope:puppet_or_actor
}
}
add_legitimacy = {
value = minor_legitimacy_loss
multiply = scope:puppet_or_actor.primary_title.tier
}
}
else = {
add_legitimacy = {
value = miniscule_legitimacy_loss
multiply = scope:puppet_or_actor.primary_title.tier
}
}
}
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = disinherit_interaction_notification
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
scope:recipient = {
show_as_tooltip = {
disinherit_effect = {
DISINHERITOR = scope:puppet_or_actor
}
}
}
}
}
}
hidden_effect = {
if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = disinherit_interaction_notification
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
scope:recipient = {
show_as_tooltip = {
disinherit_effect = {
DISINHERITOR = scope:puppet_or_actor
}
}
}
}
}
}
}
scope:recipient = {
disinherit_effect = {
DISINHERITOR = scope:puppet_or_actor
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_disinheritance.desc
REVERSE_NON_HOUSE_TARGET = no
}
if = {
limit = {
scope:recipient = {
any_secret = {
type = secret_disputed_heritage
is_known_by = scope:puppet_or_actor
save_temporary_scope_as = secret_to_reveal
}
}
}
scope:secret_to_reveal = {
expose_secret = scope:recipient.mother
}
scope:recipient = {
add_trait = disputed_heritage
}
}
on_auto_accept = scope:recipient = {
trigger_event = char_interaction.0020
}As written in game/common/character_interactions/00_dynast_interactions.txt.
- Category
- Hostile actions
- Cost: Renown
- varies
- Cost: Prestige
- from 150
- In the menu
- under More…
- ID
disinherit_interaction
Source: game/common/character_interactions/00_dynast_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.