CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Interaction · Hostile actions

Disinherit

variesRenownfrom 150PrestigeAccepted automatically

Dynasty Head Interaction Remove the recipient from the Line of Succession

What you need

You

To send it

  • If

    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:
  • None of these

    • The target is you
    • All of these

      • The character you target: Is a child of you
      • Your dynasty:
  • Is a Dynasty Head
  • Is of the same dynasty as the target

The character you target

To send it

To see it in the menu

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.

for a guide, post or blog
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_loss
        • or

          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 }

When it is accepted automatically

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.

Spotted a mistake on this page?