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

Divorce

from 100PietyAccepted automatically

The time has come for the recipient and I to part ways

What you need

You

To send it

  • If

    • You are you

    Then

    Otherwise

  • One of these

    • None of these

      • Your rite: Has the Disallowed Doctrine
    • or

      All of these

      • Your rite: The rite has Can always divorce a spouse of low Fertility
      • The character you target: Fertility less than 0.1
  • 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:

    Then

  • 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

To see it in the menu

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.

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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 any spouse:
      • divorce = scope:recipient
    • If

      • 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 target gains the opinion “Divorced Me” of them
  • 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

  • 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
  • If

    • allowed_concubines = yes

    Then

    • If

      • You are you

      Then

      • … will be unable to take … as a Concubine for a period of 50 years.

      Otherwise

      • … will be unable to take … as a Concubine for a period of 50 years.
  • The character you target: Event marriage_interaction.0030
  • 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, 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.

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