Interaction · Vassal actions
Dismiss
Turn the recipient into a Wanderer and send them away from your court
What you need
The character you target
To send it
None of these
- Is your spouse
- Is your concubine
- Is close family of you
has_council_position = councillor_court_chaplainis_diarch = yesAll of these
- Is married
is_female = yesmatrilinear_marriage = yes- Any consort:
is_diarch = yes
All of these
- Is married
is_male = yespatrilinear_marriage = yes- Any consort:
is_diarch = yes
- Is not imprisoned by you
Dismiss is a vassal character interaction in Crusader Kings III. The character you target needs: Is not imprisoned by you. Accepted automatically. It costs Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/00_courtier_and_guest_interactions.txt.
Quick answers (3)
- What are the requirements for Dismiss in CK3?
- The character you target: Is not imprisoned by you. (patch 1.20.1.2)
- Will the AI accept Dismiss?
- Yes: it is accepted automatically.
- How much does Dismiss cost?
- Prestige (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- Stress and fulfillment impact: by trait: Gregarious +20
If
- Any courtier: Has the target as guardian
Then
- Every Courtier:
- Where: Has the target as guardian
- The character you target:
remove_relation_ward = scope:wardIf
is_foreign_court_guest = yesNone of these
host = liegeis_playable_character = { }- Any relation:
is_playable_character = { }this = scope:recipient.host
Then
return_to_court = yes
If
always = yes
Then
- The ward:
If
is_foreign_court_guest = yeshost != liege
Then
return_to_court = yes
Otherwise
If
a check the game hides
Then
- The character you target:
If
Then
remove_opinion = { modifier = guardian_of_heir_opinion target = scope:ward.liege }
Else if
- Has the opinion “Guardian of Your Relative”
None of these
- Any relation:
is_close_family_of = scope:ward.liege
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_opinion target = scope:ward.liege }
If
Then
remove_opinion = { modifier = guardian_of_heir_parochial_opinion target = scope:ward.liege }
Else if
- Has the opinion “Parochial Guardian of Your Relative”
None of these
- Any relation:
is_close_family_of = scope:ward.liege
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_parochial_opinion target = scope:ward.liege }
- The ward:
If
a check the game hides
Then
var:guardian_liege:If
Then
remove_opinion = { modifier = guardian_of_heir_opinion target = scope:ward.liege }
Else if
- Has the opinion “Guardian of Your Relative”
None of these
- Any relation:
is_close_family_of = scope:ward.liege
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_opinion target = scope:ward.liege }
If
Then
remove_opinion = { modifier = guardian_of_heir_parochial_opinion target = scope:ward.liege }
Else if
- Has the opinion “Parochial Guardian of Your Relative”
None of these
- Any relation:
is_close_family_of = scope:ward.liege
- Any relation:
Then
remove_opinion = { modifier = guardian_of_relative_parochial_opinion target = scope:ward.liege }
- The character you target:
If
- Any courtier: Has the target as ward
Then
- Random Courtier:
- The guardian:
remove_relation_ward = scope:recipientIf
is_foreign_court_guest = yesNone of these
host = liegeis_playable_character = { }- Any relation:
is_playable_character = { }this = scope:guardian.host
Then
return_to_court = yes
If
always = yes
Then
- The character you target:
If
is_foreign_court_guest = yeshost != liege
Then
return_to_court = yes
- The guardian:
Events it fires: char_interaction.0090
• 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) (8 lines of game script)
is_shown = scope:actor != scope:recipient
scope:recipient = {
OR = {
is_courtier_of = scope:actor
is_pool_guest_of = scope:actor
}
bp2_valid_for_standard_interactions_trigger = yes
}As written in game/common/character_interactions/00_courtier_and_guest_interactions.txt.
Can be sent when (is_valid…) (16 lines of game script)
scope:recipient = {
kick_from_court_validity_trigger = yes
NOT = {
is_imprisoned_by = scope:actor
}
custom_description = {
text = kick_from_court_interaction_travelling_family_invalid
subject = scope:recipient
NOT = {
any_traveling_family_member = {
this != scope:recipient
kick_from_court_validity_trigger = no
}
}
}
}As written in game/common/character_interactions/00_courtier_and_guest_interactions.txt.
Effects (on_send, on_accept, on_decline) (133 lines of game script)
on_accept = scope:actor = {
stress_and_fulfillment_impact = {
gregarious = minor_stress_impact_gain
}
hidden_effect = {
send_interface_message = {
type = event_generic_neutral
title = msg_kicked_courtier_from_court_interaction_title
right_icon = scope:recipient
show_as_tooltip = {
scope:actor = {
remove_courtier_or_guest = scope:recipient
}
}
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
}
}
scope:recipient = {
trigger_event = char_interaction.0090
}
}
if = {
limit = {
any_courtier = {
has_relation_ward = scope:recipient
}
}
random_courtier = {
limit = {
has_relation_ward = scope:recipient
}
save_scope_as = 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
}
}
}
}
}
}
show_as_tooltip = {
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
}
}
}
if = {
limit = {
any_courtier = {
has_relation_ward = scope:recipient
}
}
random_courtier = {
limit = {
has_relation_ward = scope:recipient
}
save_scope_as = guardian
remove_guardian_effect = {
GUARDIAN = scope:guardian
WARD = scope:recipient
RETURN_WARD = yes
HIDE_OPINION = no
}
}
}
}
}
scope:recipient = {
every_traveling_family_member = {
add_to_temporary_list = kicked_family
}
}
every_in_list = {
list = kicked_family
kick_from_court_interaction_effect = yes
}
if = {
limit = {
any_in_list = {
list = kicked_relatives_list
is_alive = yes
}
}
every_in_list = {
list = kicked_relatives_list
custom = all_close_family_members_of_kicked_characters
add_opinion = {
modifier = kicked_relative_from_court
target = scope:actor
}
}
}
employed_booner_invalidation_effect = {
EMPLOYEE = scope:recipient
LIEGE = scope:actor
}As written in game/common/character_interactions/00_courtier_and_guest_interactions.txt.
- Category
- Vassal actions
- Cost: Prestige
- varies
- In the menu
- under More…
- ID
kick_from_court_interaction
Source: game/common/character_interactions/00_courtier_and_guest_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.