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

Extinguish Noble Family

No costAccepted automatically in some cases

Execute the recipient and their adult heirs, and Banish the rest of their kin from the Realm

What you need

You

To send it

To see it in the menu

The character you target

To send it

To see it in the menu

  • One of these

    • Is imprisoned by you
    • or

      All of these

      • is_imprisoned_by = title:e_minister_censor.holder
      • title:e_minister_censor.holder.top_liege ?= scope:actor
    • or

      All of these

      • is_imprisoned_by = title:e_minister_of_justice.holder
      • title:e_minister_of_justice.holder.top_liege ?= scope:actor
  • top_liege ?= scope:actor
  • Any held title: The … is a Noble Family Title
  • Is played by the AI

Extinguish Noble Family is an imprisonment character interaction in Crusader Kings III. You need: Cannot Execute Involved Prisoners. The character you target needs: Does not have a Strong Hook on you. Accepted automatically in some cases. Patch 1.20.1.2, from game/common/character_interactions/10_tgp_interactions.txt.

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Quick answers (1)
What are the requirements for Extinguish Noble Family in CK3?
You: Cannot Execute Involved Prisoners. The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)

Will they accept?

Accepted automatically when:

  • The power of the state is absolute

What happens

If they accept

  • You:
    • add_treasury_or_gold = { … }
    • add_dread = { … }
    • If

      • None of these

        • You:
          • has_execute_reason = scope:recipient

      Then

      • add_tyranny = { … }
      • If

        • Any character situation:
          • situation_type = dynastic_cycle

        Then

    • If

      • has_execute_reason = scope:recipient

      Then

      • Stress and fulfillment impact: by trait: Sadistic -30, Compassionate +20, Forgiving +40, Generous +20

      Otherwise

      • Stress and fulfillment impact: by trait: Sadistic -30, Compassionate +80, Forgiving +40, Generous +40, Trusting +20, Content +20
  • The character you target:
  • Event tgp_east_asia_interaction_events.2000

Events it fires: tgp_east_asia_interaction_events.2000

• 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_available = highest_held_title_tier >= tier_empire
is_ai = no
this = top_liege
government_has_flag = government_is_celestial
is_shown = scope:recipient = {
	OR = {
		is_imprisoned_by = scope:actor
		AND = {
			is_imprisoned_by = title:e_minister_censor.holder
			title:e_minister_censor.holder.top_liege ?= scope:actor
		}
		AND = {
			is_imprisoned_by = title:e_minister_of_justice.holder
			title:e_minister_of_justice.holder.top_liege ?= scope:actor
		}
	}
	top_liege ?= scope:actor
	any_held_title = {
		is_noble_family_title = yes
	}
	is_ai = yes
}

As written in game/common/character_interactions/10_tgp_interactions.txt.

Can be sent when (is_valid…) (35 lines of game script)
scope:recipient = {
	NOT = {
		has_strong_hook = scope:actor
	}
}
scope:recipient = {
	custom_description = {
		text = currently_being_tortured
		NOT = {
			has_character_flag = is_being_tortured
		}
	}
}
custom_tooltip = {
	text = struggle_parameter_struggle_cannot_execute_involved_prisoners
	NOT = {
		scope:actor = {
			any_character_struggle = {
				involvement = involved
				has_struggle_phase_parameter = struggle_cannot_execute_involved_prisoners
				is_secondary_character_involvement_involved_trigger = {
					CHAR = scope:recipient
				}
			}
		}
	}
}
custom_tooltip = {
	text = is_currently_being_purged_tt
	scope:recipient = {
		NOT = {
			has_character_flag = is_currently_being_purged
		}
	}
}

As written in game/common/character_interactions/10_tgp_interactions.txt.

Effects (on_send, on_accept, on_decline) (245 lines of game script)
on_accept = show_as_tooltip = {
	hidden_effect = {
		scope:recipient = {
			every_close_or_extended_family_member = {
				limit = {
					top_liege = scope:actor
					house = scope:recipient.house
					NOR = {
						any_spouse = {
							house ?= scope:actor.house
						}
						any_parent = {
							house ?= scope:actor.house
						}
					}
				}
				if = {
					limit = {
						age >= 16
						NOT = {
							tgp_is_above_retirement_age_trigger = {
								REALM_OWNER = scope:actor
							}
						}
						AND = {
							is_faith_dominant_gender = yes
							OR = {
								is_parent_of = scope:recipient
								is_child_of = scope:recipient
							}
						}
					}
					add_to_list = those_to_kill
				}
				else = {
					add_to_list = those_to_banish
				}
			}
			every_spouse = {
				limit = {
					top_liege = scope:actor
					NOR = {
						any_parent = {
							house ?= scope:actor.house
						}
						tgp_is_above_retirement_age_trigger = {
							REALM_OWNER = scope:actor
						}
					}
				}
				add_to_list = those_to_banish
			}
		}
		every_in_list = {
			list = those_to_banish
			limit = {
				is_imprisoned = no
			}
			scope:actor = {
				imprison = {
					target = prev
					type = house_arrest
				}
			}
			add_character_flag = is_currently_being_purged
			add_to_list = asset_forfeiture_list
		}
		every_in_list = {
			list = those_to_kill
			limit = {
				is_imprisoned = no
			}
			scope:actor = {
				imprison = {
					target = prev
					type = house_arrest
				}
			}
			add_character_flag = is_currently_being_purged
			add_to_list = asset_forfeiture_list
		}
		scope:recipient = {
			add_character_flag = is_currently_being_purged
			add_to_list = asset_forfeiture_list
		}
	}
	scope:actor = {
		add_treasury_or_gold = {
			value = {
				add = scope:recipient.current_gold_value
				add = {
					every_in_list = {
						list = those_to_banish
						limit = {
							gold > 0
						}
						add = current_gold_value
					}
				}
				add = {
					every_in_list = {
						list = those_to_kill
						limit = {
							gold > 0
						}
						add = current_gold_value
					}
				}
			}
		}
		add_dread = {
			value = miniscule_dread_gain
			multiply = {
				value = {
					value = 0
					add = {
						every_in_list = {
							list = those_to_banish
							limit = {
								NOT = {
									scope:actor = {
										OR = {
											has_banish_reason = prev
											has_execute_reason = prev
										}
									}
								}
							}
							add = {
								value = highest_held_title_tier
								multiply = 0.5
								round = yes
							}
						}
					}
					add = {
						every_in_list = {
							list = those_to_kill
							limit = {
								NOT = {
									scope:actor = {
										has_execute_reason = prev
									}
								}
							}
							add = highest_held_title_tier
						}
					}
					add = scope:recipient.highest_held_title_tier
				}
			}
		}
		if = {
			limit = {
				NOT = {
					scope:actor = {
						has_execute_reason = scope:recipient
					}
				}
			}
			add_tyranny = {
				value = medium_tyranny_gain
				multiply = {
					value = {
						value = 0
						add = {
							every_in_list = {
								list = those_to_banish
								add = {
									value = highest_held_title_tier
									multiply = 0.5
									round = yes
								}
							}
						}
						add = {
							every_in_list = {
								list = those_to_kill
								add = highest_held_title_tier
							}
						}
						add = scope:recipient.highest_held_title_tier
					}
				}
			}
			if = {
				limit = {
					exists = top_participant_group:dynastic_cycle
					any_character_situation = {
						situation_type = dynastic_cycle
					}
				}
				situation:dynastic_cycle ?= {
					if = {
						limit = {
							situation_top_has_catalyst = catalyst_tyrannical_extinguish_noble_family
						}
						trigger_situation_catalyst = {
							catalyst = catalyst_tyrannical_extinguish_noble_family
							character = root
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_execute_reason = scope:recipient
			}
			stress_and_fulfillment_impact = {
				sadistic = medium_stress_impact_loss
				compassionate = minor_stress_impact_gain
				forgiving = medium_stress_impact_gain
				generous = minor_stress_impact_gain
			}
		}
		else = {
			stress_and_fulfillment_impact = {
				sadistic = medium_stress_impact_loss
				compassionate = major_stress_impact_gain
				forgiving = medium_stress_impact_gain
				generous = medium_stress_impact_gain
				trusting = minor_stress_impact_gain
				content = minor_stress_impact_gain
			}
		}
	}
	scope:recipient = {
		death = {
			death_reason = death_execution
			killer = scope:actor
		}
		custom_tooltip = {
			text = celestial_extinguish_noble_family_interaction_death_explanation
		}
		custom_tooltip = {
			text = celestial_extinguish_noble_family_interaction_banish_explanation
		}
		custom_tooltip = {
			text = celestial_extinguish_noble_family_interaction_exemption_explanation
		}
		every_held_title = {
			limit = {
				is_noble_fami
# … (cut here; the rest is in the file)

As written in game/common/character_interactions/10_tgp_interactions.txt.

Category
Imprisonment actions
In the menu
main list
ID
celestial_extinguish_noble_family_interaction

Source: game/common/character_interactions/10_tgp_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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