Interaction · Diplomatic actions
Request Divorce
What you need
You
To send it
Otherwise
- … Cultural Traditions forbid Divorce
None of these
- The other character: Has a Strong Hook on you
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
- Your rite: Has the Must be Approved Doctrine
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:
The other character
- Is your spouse
- Not: Is Concubine
Request Divorce is a diplomatic character interaction in Crusader Kings III. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Reluctance (-50), The recipient's own Marriage (-100), Your union is divine (-100) and 19 more. It costs Piety (from 100). Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.
Quick answers (2)
- How do I get the AI to accept Request Divorce?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Reluctance -50, The recipient's own Marriage -100, … Opinion of …, … Opinion of …, Your union is divine -100, The other character is openly in an incestuous relationship +150, The other character has been unfaithful, The other character is a Eunuch or Beardless Eunuch +100, The other character's Faith does not allow Polygamous +100, The other character is of a different Religion +100, The other character is of a different Faith +10, You … a Kinslayer -50, The other character is a Kinslayer +50, You … the recipient's friend +50, You … the recipient's best friend +150, You … the recipient's lover +25, You … the recipient's rival -100, You … the recipient's nemesis -500, The other character is unlikely to give you children +20, The other character … given you several healthy children -50, The other character is of their Dynasty -10, The other character is of their House -20, The other character is family -35, Intimidated by you, Terrified of you, Intimidated by you, Terrified of you, Your Faith does not accept Same-Sex Relations +100, The other character's Faith does not accept Same-Sex Relations +100 and Wants to decrease House Unity.
- How much does Request Divorce cost?
- Piety (from 100) (patch 1.20.1.2).
Will they accept?
Accepted automatically when:
- They use their Hook on …
Otherwise the AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | 0 |
| Reluctance | -50 |
The recipient's own Marriagewhen
| -100 |
… Opinion of …when
| varies |
… Opinion of …when
| varies |
Your union is divinewhen
| -100 |
The other character is openly in an incestuous relationshipwhen
| +150 |
The other character has been unfaithfulwhen
| varies |
The other character is a Eunuch or Beardless Eunuchwhen
| +100 |
The other character's Faith does not allow Polygamouswhen
| +100 |
The other character is of a different Religionwhen
| +100 |
The other character is of a different Faithwhen
| +10 |
You … a Kinslayerwhen
| -50 |
The other character is a Kinslayerwhen
| +50 |
You … the recipient's friendwhen
| +50 |
You … the recipient's best friendwhen
| +150 |
You … the recipient's loverwhen
| +25 |
You … the recipient's rivalwhen
| -100 |
You … the recipient's nemesiswhen
| -500 |
A scripted reasonwhen
| +15 |
The other character is unlikely to give you childrenwhen
| +20 |
The other character … given you several healthy childrenwhen
| -50 |
The other character is of their Dynastywhen
| -10 |
The other character is of their Housewhen
| -20 |
The other character is familywhen
| -35 |
Intimidated by youwhen
| intimidated_reason_value |
Terrified of youwhen
| cowed_reason_value |
Intimidated by youwhen
| intimidated_external_reason_value |
Terrified of youwhen
| cowed_external_reason_value |
Your Faith does not accept Same-Sex Relationswhen
| +100 |
The other character's Faith does not accept Same-Sex Relationswhen
| +100 |
Wants to decrease House Unitywhen
| varies |
Acceptance (ai_accept) (159 lines of game script)
base = 0
divorce_character_ai_accept_modifier = yes
modifier = {
add = 20
desc = DIVORCE_INFERTILE
scope:puppet_or_actor = {
fertility > 0.1
}
scope:secondary_recipient = {
fertility < 0.1
is_eunuch_trigger = no
NOT = {
any_child = {
is_child_of = scope:puppet_or_actor
}
}
}
}
modifier = {
add = -50
desc = DIVORCE_GIVEN_CHILDREN
scope:secondary_recipient = {
any_child = {
count >= 3
is_child_of = scope:puppet_or_actor
dynasty ?= scope:puppet_or_actor.dynasty
}
}
}
modifier = {
trigger = {
scope:recipient != scope:secondary_recipient
}
add = -10
desc = THEY_ARE_MY_DYNASTY_MEMBER
scope:recipient = {
is_lowborn = no
exists = dynasty
NOR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
dynasty = scope:secondary_recipient.dynasty
NOR = {
house = scope:secondary_recipient.house
is_close_or_extended_family_of = scope:puppet_or_actor
is_cousin_of = scope:puppet_or_actor
is_child_of = scope:puppet_or_actor
AND = {
exists = scope:puppet_or_actor.dynasty
scope:recipient.dynasty = scope:puppet_or_actor.dynasty
}
}
}
}
modifier = {
trigger = {
scope:recipient != scope:secondary_recipient
}
add = -20
desc = THEY_ARE_MY_HOUSE_MEMBER
scope:recipient = {
is_lowborn = no
NOR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
house = scope:secondary_recipient.house
NOR = {
house = scope:puppet_or_actor.house
is_close_or_extended_family_of = scope:puppet_or_actor
is_cousin_of = scope:puppet_or_actor
is_child_of = scope:puppet_or_actor
scope:recipient.house = scope:puppet_or_actor.house
}
}
}
modifier = {
trigger = {
scope:recipient != scope:secondary_recipient
}
add = -35
desc = THEY_ARE_MY_CLOSE_KIN
scope:recipient = {
OR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
}
}
modifier = {
add = intimidated_reason_value
scope:recipient = {
target_is_liege_or_above = scope:puppet_or_actor
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_reason_value
scope:recipient = {
target_is_liege_or_above = scope:puppet_or_actor
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:puppet_or_actor
}
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:puppet_or_actor
}
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON_ACTOR
scope:puppet_or_actor.faith = scope:recipient.faith
scope:puppet_or_actor = {
sex_same_as = scope:secondary_recipient
allowed_to_marry_same_sex_trigger = no
}
}
modifier = {
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON
scope:secondary_recipient.faith = scope:recipient.faith
scope:secondary_recipient = {
sex_same_as = scope:puppet_or_actor
allowed_to_marry_same_sex_trigger = no
}
}
evaluate_action_decreasing_house_unity = {
VALUE = 100
}As written in game/common/character_interactions/00_marriage_interactions.txt.
What happens
If they accept
- In some cases (on a condition the game doesn't show) › You:
add_piety = { … }
If
root = scope:puppet_or_actor.house.house_head
Then
- You:
- You:
If
- You:
None of these
All of these
- Their rite: The rite has Can always divorce a spouse of low Fertility
- The other character: Fertility less than 0.1
Then
- The other character › All Family Members of …: Opinion: Divorced Close Family
- You:
If
- You: Has the other character as lover
Then
- You:
remove_lover_or_soulmate_relation_effect = { CHARACTER = scope:secondary_recipient }
- The other character: Opinion: Broke Up
Otherwise
- You:
- You:
- If any spouse:
divorce = scope:secondary_recipient
If
NOT = { amicable_infertile_divorce_trigger = { DIVORCEE = scope:secondary_recipient } }
Then
- The other character gains the opinion “Divorced Me” of them
- If any spouse:
If
- You:
NOT = { amicable_infertile_divorce_trigger = { DIVORCEE = scope:secondary_recipient } }
Then
- The other character › All Family Members of …: Opinion: Divorced Close Family
- You:
If
- You: Has the other character as lover
Then
- You:
remove_lover_or_soulmate_relation_effect = { CHARACTER = scope:secondary_recipient }
- The other character: Opinion: Broke Up
- You:
- You: Event religious_interaction.2
If
Then
- Your house:
add_unity_value = { … }
- Your house:
If they refuse
Options when sending
- Use a Hook
Events it fires: lover.0202, lover.0201, lover.0203, religious_interaction.2
• 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) (22 lines of game script)
is_shown = scope:puppet_or_actor.rite ?= {
rite_has_doctrine = doctrine_divorce_approval
}
exists = scope:puppet_or_actor.house.house_head
scope:puppet_or_actor != scope:puppet_or_actor.house.house_head
trigger_if = {
limit = {
scope:puppet_or_actor ?= {
pam_grants_own_divorce_trigger = no
}
}
NAND = {
exists = scope:puppet_or_actor.faith.religious_head
scope:puppet_or_actor.faith = {
has_doctrine = doctrine_spiritual_head
}
}
}
scope:secondary_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…) (57 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
}
}
NOT = {
scope:secondary_recipient = {
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:secondary_recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
trigger_else = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:secondary_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) (80 lines of game script)
on_accept = if = {
limit = {
always = scope:divorce_hook
}
scope:puppet_or_actor = {
if = {
limit = {
has_usable_hook = scope:recipient
}
use_hook = scope:recipient
}
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
add_piety = {
value = {
add = divorce_cost
max = piety
multiply = -1
}
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = divorce_interaction_notification_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:secondary_recipient
}
}
}
if = {
limit = {
scope:puppet_or_actor = scope:puppet_or_actor.house.house_head
}
scope:puppet_or_actor = {
divorce_effect = {
DIVORCER = scope:puppet_or_actor
DIVORCEE = scope:secondary_recipient
}
}
}
else = {
show_as_tooltip = {
scope:puppet_or_actor = {
divorce_effect = {
DIVORCER = scope:puppet_or_actor
DIVORCEE = scope:secondary_recipient
}
}
}
scope:puppet_or_actor = {
trigger_event = religious_interaction.2
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_divorce_grant.desc
REVERSE_NON_HOUSE_TARGET = no
}
on_decline = scope:puppet_or_actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = divorce_character_rel_head_interaction_decline_notification
right_icon = scope:puppet_or_actor.house.house_head
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_divorce_grant_refusal.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_house_head_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.