Interaction · Diplomatic actions
Enforce Divorce
The time has come for the character you send and the recipient to part ways
What you need
You
To send it
Otherwise
- … Cultural Traditions forbid Divorce
None of these
- Your rite: Has the Disallowed Doctrine
- Your dynasty:
dynasty_prestige >= minor_dynasty_prestige_value
None of these
- The character you send’s rite: Has the Disallowed Doctrine
If
- You are you
Then
- You swore to care for your family member's widow
Otherwise
- … swore to care for … family member's widow
To see it in the menu
- The character you send is not 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
scope:secondary_actor.dynasty.dynast ?= scope:puppet_or_actorOne of these
All of these
- Your faith is not the character you send’s
- The character you send’s rite: Does not have the Must be Approved Doctrine
or
root.faith ?= scope:secondary_actor.faith
The character you target
- Is the character you send’s spouse
- Not: Is Concubine
The character you send
- Does not have a Strong Hook on you
Enforce Divorce is a diplomatic character interaction in Crusader Kings III. Accepted automatically. It costs Piety (from 100), Renown (varies). Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.
Quick answers (2)
- Will the AI accept Enforce Divorce?
- Yes: it is accepted automatically.
- How much does Enforce Divorce cost?
- Piety (from 100), Renown (varies) (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 = { … }- Your dynasty:
add_dynasty_prestige = { … }
- The time has come for … and … to part ways
- The character you send:
- The character you send:
If
- The character you send:
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
- The character you send:
If
- The character you send: Has the target as lover
Then
- The character you send:
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
- Opinion: Forced Divorce
If
- The target is not you
Then
- The character you target:
- Event marriage_interaction.0030
- Opinion: Forced Divorce
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) (29 lines of game script)
is_shown = scope:secondary_actor != scope:puppet_or_actor
scope:puppet_or_actor ?= {
pam_grants_own_divorce_trigger = no
}
scope:secondary_actor.dynasty.dynast ?= scope:puppet_or_actor
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
}
}
OR = {
AND = {
scope:puppet_or_actor.faith != scope:secondary_actor.faith
scope:secondary_actor.rite ?= {
NOT = {
rite_has_doctrine = doctrine_divorce_approval
}
}
}
scope:puppet_or_actor.faith ?= scope:secondary_actor.faith
}
scope:recipient = {
is_spouse_of = scope:secondary_actor
is_concubine = no
}As written in game/common/character_interactions/00_marriage_interactions.txt.
Can be sent when (is_valid…) (78 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:puppet_or_actor.rite = {
rite_has_doctrine = doctrine_divorce_disallowed
}
}
scope:puppet_or_actor.dynasty = {
dynasty_prestige >= minor_dynasty_prestige_value
}
NOT = {
scope:secondary_actor.rite = {
rite_has_doctrine = doctrine_divorce_disallowed
}
}
scope:secondary_actor = {
NOT = {
has_strong_hook = scope:puppet_or_actor
}
}
trigger_if = {
limit = {
scope:secondary_actor = {
NOR = {
is_child_of = scope:puppet_or_actor
is_grandchild_of = scope:puppet_or_actor
is_great_grandchild_of = scope:puppet_or_actor
}
}
}
custom_description = {
scope:secondary_actor.top_liege = scope:puppet_or_actor.top_liege
subject = scope:puppet_or_actor
text = same_realm_as
}
}
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
}
}
}As written in game/common/character_interactions/00_marriage_interactions.txt.
Effects (on_send, on_accept, on_decline) (53 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
}
}
dynasty ?= {
add_dynasty_prestige = {
value = {
add = scope:puppet_or_actor.dynasty.minor_dynasty_prestige_value
multiply = -1
}
}
}
}
}
scope:puppet_or_actor = {
send_interface_toast = {
type = event_toast_effect_good
title = divorce_character_dynast_request_interaction_title
custom_tooltip = divorce_character_dynast_request_interaction_desc
left_icon = scope:secondary_actor
right_icon = scope:recipient
}
}
scope:secondary_actor = {
divorce_effect = {
DIVORCER = scope:secondary_actor
DIVORCEE = scope:recipient
}
add_opinion = {
modifier = forced_divorce_opinion
target = scope:puppet_or_actor
}
}
if = {
limit = {
scope:recipient != scope:puppet_or_actor
}
scope:recipient = {
trigger_event = marriage_interaction.0030
add_opinion = {
modifier = forced_divorce_opinion
target = scope:puppet_or_actor
}
}
}As written in game/common/character_interactions/00_marriage_interactions.txt.
- Category
- Diplomatic actions
- Cost: Piety
- from 100
- Cost: Renown
- varies
- In the menu
- under More…
- ID
divorce_character_dynast_request_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.