Interaction · Imprisonment actions
Extinguish Noble Family
Execute the recipient and their adult heirs, and Banish the rest of their kin from the Realm
What you need
You
To see it in the menu
- Highest held Title is at least Empire Rank
- Is played by a person
- Your Government is Celestial
The character you target
To send it
- Does not have a Strong Hook on you
To see it in the menu
One of these
- Is imprisoned by you
or
All of these
is_imprisoned_by = title:e_minister_censor.holdertitle:e_minister_censor.holder.top_liege ?= scope:actor
or
All of these
is_imprisoned_by = title:e_minister_of_justice.holdertitle: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.
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
- You:
Then
add_tyranny = { … }If
- Any character situation:
situation_type = dynastic_cycle
Then
- Dynastic Cycle › If the current phase counts “Tyrannical Purge”: Counts toward the situation's next phase: “Tyrannical Purge”
- Any character situation:
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:
death = { death_reason = death_execution killer = scope:actor }- Any parents and adult children – younger than the Retirement Age and of your Faith's dominant gender – will be put to death
- Any Spouses or Concubines, and Close Family and Extended Family of the same House, will be Banished from the Realm
- Any Spouse or Concubines, Close Family, or Extended Family Married to or a child of a member of the ruling House of … will be spared
- Every held title:
- Where: The … is a Noble Family Title
- The character you target:
destroy_title = prev
- 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.