Interaction · Diplomatic actions
Divorce
The time has come for the recipient and I to part ways
What you need
You
To send it
Otherwise
- … Cultural Traditions forbid Divorce
If
- You are you
Then
- You swore to care for your family member's widow
Otherwise
- … swore to care for … family member's widow
- In some cases (on a condition the game doesn't show) › You: You have 100 Piety
To see it in the menu
If
- You:
None of these
- Your Government is a Theocratic-type Government
- Your Government is Ecclesiastical
- Your government has the government is monastic holy order flag
Then
- You:
Not all of these
- Your rite: Has the Must be Approved Doctrine
- You:
If
a check the game hides
Then
- Your house: Does not have the house check as house head
The character you target
To send it
- Does not have a Strong Hook on you
To see it in the menu
- Is your spouse
- Not: Is Concubine
Divorce is a diplomatic character interaction in Crusader Kings III. The character you target needs: Does not have a Strong Hook on you. Accepted automatically. It costs Piety (from 100). Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.
Quick answers (3)
- What are the requirements for Divorce in CK3?
- The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- Will the AI accept Divorce?
- Yes: it is accepted automatically.
- How much does Divorce cost?
- Piety (from 100) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- In some cases (on a condition the game doesn't show) › You:
add_piety = { … }
- You:
If
- You:
None of these
All of these
- Their rite: The rite has Can always divorce a spouse of low Fertility
- The character you target: Fertility less than 0.1
Then
- The character you target › All Family Members of …: Opinion: Divorced Close Family
- You:
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
- The character you target: Event marriage_interaction.0030
If
Then
- Your house:
add_unity_value = { … }
- Your house:
Events it fires: lover.0202, lover.0201, lover.0203, marriage_interaction.0030
• 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_shown = trigger_if = {
limit = {
scope:puppet_or_actor ?= {
pam_grants_own_divorce_trigger = no
}
}
NAND = {
scope:puppet_or_actor.rite ?= {
rite_has_doctrine = doctrine_divorce_approval
}
scope:puppet_or_actor.faith ?= {
has_doctrine = doctrine_spiritual_head
exists = religious_head
}
}
}
NAND = {
scope:puppet_or_actor.rite ?= {
rite_has_doctrine = doctrine_divorce_approval
}
exists = scope:puppet_or_actor.house
exists = scope:puppet_or_actor.house.house_head
scope:puppet_or_actor = {
is_house_head = no
}
}
exists = scope:puppet_or_actor
scope:recipient = {
is_spouse_of = scope:puppet_or_actor
is_concubine = no
}As written in game/common/character_interactions/00_marriage_interactions.txt.
Can be sent when (is_valid…) (72 lines of game script)
trigger_if = {
limit = {
scope:actor = scope:puppet_or_actor
}
custom_tooltip = {
NOT = {
scope:puppet_or_actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
}
trigger_else = {
custom_tooltip = {
NOT = {
scope:puppet_or_actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE_puppeteer
}
}
OR = {
NOT = {
scope:puppet_or_actor.rite = {
rite_has_doctrine = doctrine_divorce_disallowed
}
}
AND = {
scope:puppet_or_actor.rite = {
rite_has_parameter = tenet_be_fruitful_and_multiply_low_fertility_divorce
}
scope:recipient = {
fertility < 0.1
}
}
}
scope:recipient = {
NOT = {
has_strong_hook = scope:puppet_or_actor
}
}
scope:puppet_or_actor = {
trigger_if = {
limit = {
scope:actor = scope:puppet_or_actor
}
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
trigger_else = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW_puppeteer
}
}
}
trigger_if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
piety >= divorce_cost
}
}As written in game/common/character_interactions/00_marriage_interactions.txt.
Effects (on_send, on_accept, on_decline) (44 lines of game script)
on_accept = if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
add_piety = {
value = {
add = divorce_cost
max = piety
multiply = -1
}
}
}
}
scope:puppet_or_actor = {
divorce_effect = {
DIVORCER = scope:puppet_or_actor
DIVORCEE = scope:recipient
}
if = {
limit = {
allowed_concubines = yes
}
if = {
limit = {
scope:actor = scope:puppet_or_actor
}
custom_tooltip = divorce_cannot_concubine_ex_wife
}
else = {
custom_tooltip = divorce_cannot_concubine_ex_wife_puppeteer
}
}
}
scope:recipient = {
trigger_event = marriage_interaction.0030
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_divorce.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_marriage_interactions.txt.
- Category
- Diplomatic actions
- Cost: Piety
- from 100
- In the menu
- under More…
- ID
divorce_character_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.