CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Diplomatic actions

Dismiss Concubine

No costAccepted automatically

What you need

You

  • You swore to care for your family member's widow

The character you target

To send it

To see it in the menu

  • Is your concubine

Dismiss Concubine is a diplomatic character interaction in Crusader Kings III. You need: You swore to care for your family member's widow. The character you target needs: Does not have a Strong Hook on you. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.

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Quick answers (2)
What are the requirements for Dismiss Concubine in CK3?
You: You swore to care for your family member's widow. The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
Will the AI accept Dismiss Concubine?
Yes: it is accepted automatically.

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

Effects

  • Stress and fulfillment impact: by trait: Compassionate +20
  • The character you target:
    • Opinion: Set Me Aside
    • If

      • You: Has the target as lover

      Then

      • You:
        • If

          • Has the target as soulmate

          Then

          • remove_relation_soulmate = scope:recipient

          Else if

          • Has the target as lover

          Then

          • remove_relation_lover = scope:recipient
      • The character you target: Opinion: Broke Up

      Else if

      • Any close family member:
        • One of these

          • Is landed
          • or

            All of these

            • they has administrative government mechanic
            • Is not landed
            • If

              a check the game hides

              Then

              • Their house: Has the house check as house head
            • Has a domicile
          • or

            All of these

            • Their liege:
              • tgp_has_access_to_ministry_trigger = { }
            • One of these

          • or

            All of these

            • Is a ruler
            • Government is a Theocratic-type Government

      Then

      • One random close family member:
        • Only some of them (the filter is in the script below)
        • add_courtier = scope:recipient

      Otherwise

      • move_to_pool = yes
  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

Events it fires: lover.0202, lover.0201, lover.0203

• 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) (3 lines of game script)
is_shown = scope:recipient = {
	is_concubine_of = scope:puppet_or_actor
}

As written in game/common/character_interactions/00_marriage_interactions.txt.

Can be sent when (is_valid…) (13 lines of game script)
scope:recipient = {
	NOT = {
		has_strong_hook = scope:puppet_or_actor
	}
}
scope:puppet_or_actor = {
	custom_tooltip = {
		NOT = {
			var:family_widow_forbidden_divorce ?= scope:recipient
		}
		text = BOUND_TO_FAMILY_WIDOW
	}
}

As written in game/common/character_interactions/00_marriage_interactions.txt.

Effects (on_send, on_accept, on_decline) (66 lines of game script)
on_accept = scope:puppet_or_actor = {
	stress_and_fulfillment_impact = {
		compassionate = minor_stress_impact_gain
	}
	hidden_effect = {
		send_interface_toast = {
			type = event_toast_effect_neutral
			title = msg_concubine_dismissed_title
			right_icon = scope:recipient
			remove_concubine = scope:recipient
		}
	}
}
scope:recipient = {
	add_opinion = {
		modifier = set_me_aside_opinion
		target = scope:puppet_or_actor
	}
	if = {
		limit = {
			scope:puppet_or_actor = {
				has_relation_lover = scope:recipient
			}
		}
		lover_breakup_effect = {
			BREAKER = scope:puppet_or_actor
			LOVER = scope:recipient
		}
	}
	if = {
		limit = {
			is_councillor_of = scope:puppet_or_actor
		}
	}
	else_if = {
		limit = {
			any_close_family_member = {
				is_landed_or_landless_administrative_or_theocratic = yes
			}
		}
		random_close_family_member = {
			limit = {
				is_child_of = scope:recipient
				is_landed_or_landless_administrative_or_theocratic = yes
			}
			alternative_limit = {
				is_parent_of = scope:recipient
				is_landed_or_landless_administrative_or_theocratic = yes
			}
			alternative_limit = {
				is_landed_or_landless_administrative_or_theocratic = yes
			}
			add_courtier = scope:recipient
		}
	}
	else = {
		move_to_pool = yes
	}
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:puppet_or_actor
	TARGET = scope:recipient
	VALUE = medium_unity_loss
	DESC = clan_unity_concubinage_dismissal.desc
	REVERSE_NON_HOUSE_TARGET = no
}

As written in game/common/character_interactions/00_marriage_interactions.txt.

Category
Diplomatic actions
In the menu
under More…
ID
dismiss_concubine_interaction

Source: game/common/character_interactions/00_marriage_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.

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