Interaction · Candidacy
Force Abdication
Leverage Influence, a Hook, or Gold to force the Ceremonial Monarch to abdicate the throne
What you need
You
To send it
- Is not incapable
- Is an Independent Ruler
- Is not in a Civil War
scope:target = scope:recipient.top_liege.primary_title.var:administrative_ui_special_titleAlso needed: available (an adult, not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity
To see it in the menu
- If played by the AI: Is an Independent Ruler
The character you target
To send it
To see it in the menu
- … is the Ceremonial Monarch
top_liege ?= scope:actor.top_liege
Which title you can pick
scope:target = scope:recipient.top_liege.primary_title.var:administrative_ui_special_title
Force Abdication is a candidacy character interaction in Crusader Kings III. You need: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy … and 4 more. The character you target needs: Is an Adult, Is not in a Civil War and Does not have a usable Hook on you. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Weak Hook used (+30), Gold is Good (+30), Using the recipient's Secret (+50) and 16 more. Patch 1.20.1.2, from game/common/character_interactions/10_tgp_interactions.txt.
Quick answers (2)
- What are the requirements for Force Abdication in CK3?
- You: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy …, You are already planning another Activity, Is not incapable, Is an Independent Ruler and Is not in a Civil War. The character you target: Is an Adult, Is not in a Civil War and Does not have a usable Hook on you. (patch 1.20.1.2)
- How do I get the AI to accept Force Abdication?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: Weak Hook used +30, Exerting Influence (based on your Level of Influence), Gold is Good +30, Using the recipient's Secret +50, Craven +10, Trusting +5, Generous +5, Lazy +10, Paranoid -20, Patient -5, Brave -10, Greedy -10, Ambitious -20, Your Intrigue, The recipient's Intrigue, Poor Health +50, Ruler is still young -50, Their Age, Their Age, Heir not the recipient's descendant -50, Heir is still young -25, Poor relationship -25, Poor relationship -50 and Poor relationship -100.
Will they accept?
Accepted automatically when:
Else if
- The character you target:
- Is imprisoned
imprisoner ?= scope:actor
Then
- imprisonment
Otherwise
- Never
- The character you target:
Otherwise the AI adds these up and accepts above zero; near zero the answer is partly random (ai_maybe). Reasons in italics are the script's, with no label in the game.
| Reason | Amount |
|---|---|
| Base | 0 |
Weak Hook usedwhen
| +30 |
Exerting Influence (based on your Level of Influence)when
| varies |
Gold is Goodwhen
| +30 |
Using the recipient's Secretwhen
| +50 |
| Their opinion of you × 0.25 | varies |
| Craven | +10 |
| Trusting | +5 |
| Generous | +5 |
| Lazy | +10 |
| Paranoid | -20 |
| Patient | -5 |
| Brave | -10 |
| Greedy | -10 |
| Ambitious | -20 |
| Your Intrigue | your intrigue × 2 |
| The recipient's Intrigue | their intrigue × -2 |
Poor Healthwhen
| +50 |
Ruler is still youngwhen
| -50 |
Their Agewhen
| varies |
Their Agewhen
| varies |
Heir not the recipient's descendantwhen
| -50 |
Heir is still youngwhen
| -25 |
Poor relationshipwhen
| -25 |
Poor relationshipwhen
| -50 |
Poor relationshipwhen
| -100 |
Acceptance (ai_accept) (180 lines of game script)
base = 0
modifier = {
scope:hook = yes
add = 30
desc = SCHEME_WEAK_HOOK_USED
}
modifier = {
desc = INFLUENCE_REASON
scope:influence = yes
add = {
value = 20
multiply = scope:actor.influence_level
min = 5
}
}
modifier = {
desc = GOLD_REASON
scope:gold = yes
add = 30
}
modifier = {
desc = RECIPIENT_SECRET
scope:criminal_secret_recipient = yes
add = 50
}
opinion_modifier = {
opinion_target = scope:actor
multiplier = 0.25
}
modifier = {
scope:recipient = {
has_trait = craven
}
add = 10
desc = INTERACTION_CRAVEN
}
modifier = {
scope:recipient = {
has_trait = trusting
}
add = 5
desc = INTERACTION_TRUSTING
}
modifier = {
scope:recipient = {
has_trait = generous
}
add = 5
desc = INTERACTION_GENEROUS
}
modifier = {
scope:recipient = {
has_trait = lazy
}
add = 10
desc = INTERACTION_LAZY
}
modifier = {
scope:recipient = {
has_trait = paranoid
}
add = -20
desc = INTERACTION_PARANOID
}
modifier = {
scope:recipient = {
has_trait = patient
}
add = -5
desc = INTERACTION_PATIENT
}
modifier = {
scope:recipient = {
has_trait = brave
}
add = -10
desc = INTERACTION_BRAVE
}
modifier = {
scope:recipient = {
has_trait = greedy
}
add = -10
desc = INTERACTION_GREEDY
}
modifier = {
scope:recipient = {
has_trait = ambitious
}
add = -20
desc = INTERACTION_AMBITIOUS
}
modifier = {
add = {
value = scope:actor.intrigue
multiply = 2
}
desc = INTERACTION_ACTOR_INTRIGUE
}
modifier = {
add = {
value = scope:recipient.intrigue
multiply = -2
}
desc = INTERACTION_RECIPIENT_INTRIGUE
}
modifier = {
OR = {
is_healthy = no
has_trait = wounded
has_trait = ill
}
add = 50
desc = INTERACTION_POOR_HEALTH
}
modifier = {
age < 6
add = -50
desc = INTERACTION_RULER_TOO_YOUNG
}
modifier = {
age > 30
add = {
value = age
subtract = 30
}
desc = THEIR_AGE_REASON
}
modifier = {
age > 30
add = {
value = age
subtract = 30
}
desc = THEIR_AGE_REASON
}
modifier = {
NOT = {
player_heir ?= {
OR = {
is_child_of = scope:recipient
is_grandchild_of = scope:recipient
is_great_grandchild_of = scope:recipient
}
}
}
add = -50
desc = INTERACTION_HEIR_NOT_MY_DESCENDENT
}
modifier = {
trigger_if = {
limit = {
exists = player_heir
}
player_heir.age < 6
}
add = -25
desc = INTERACTION_HEIR_TOO_YOUNG
}
modifier = {
add = -25
has_any_mild_bad_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
desc = INTERACTION_BAD_RELATIONSHIP_WITH_ACTOR
}
modifier = {
add = -50
has_any_moderate_bad_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
desc = INTERACTION_BAD_RELATIONSHIP_WITH_ACTOR
}
modifier = {
add = -100
has_any_worst_bad_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
desc = INTERACTION_BAD_RELATIONSHIP_WITH_ACTOR
}As written in game/common/character_interactions/10_tgp_interactions.txt.
What happens
If they accept
If
- The option “influence” is chosen
Then
change_influence = { value = massive_influence_loss multiply = 2 }
If
- The option “gold” is chosen
Then
pay_short_term_gold = { … }
If
- The option “criminal secret recipient” is chosen
Then
- You › One random known secret:
- Where:
secret_owner = scope:recipientis_criminal_for = scope:recipientcan_be_exposed_by = scope:actor
disable_exposure_by = scope:actor
- Where:
- Tyranny +20
- The character you target:
- The character you target:
- If does not have the Trait: Former Emperor: Gains the Trait Former Emperor
- Their house:
If they refuse
- Influence -100
- Gain -150 Prestige
- The character you target:
If
- The option “criminal secret recipient” is chosen
Then
- You › One random known secret:
- Where:
secret_owner = scope:recipientis_criminal_for = scope:recipientcan_be_exposed_by = scope:actor
expose_secret = scope:actor
- Where:
- The target’s house:
Options when sending
- Use a Hook
- Use Influence
- Use Gold
- Threaten to reveal recipient's Secret
• 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) (11 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
is_independent_ruler = yes
}
is_shown = scope:actor != scope:recipient
scope:recipient = {
tgp_is_ceremonial_liege_trigger = yes
top_liege ?= scope:actor.top_liege
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Can be sent when (is_valid…) (20 lines of game script)
scope:actor = {
is_available_adult = yes
is_incapable = no
is_independent_ruler = yes
is_in_civil_war = no
}
scope:recipient = {
is_adult = yes
trigger_if = {
limit = {
is_imprisoned = yes
}
imprisoner ?= scope:actor
}
is_in_civil_war = no
exists = player_heir
NOT = {
has_usable_hook = scope:actor
}
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Effects (on_send, on_accept, on_decline) (179 lines of game script)
on_accept = scope:recipient.player_heir = {
save_scope_as = heir
}
scope:actor = {
if = {
limit = {
scope:hook = yes
}
use_hook = scope:recipient
}
if = {
limit = {
scope:influence = yes
}
change_influence = {
value = massive_influence_loss
multiply = 2
}
}
if = {
limit = {
scope:gold = yes
}
pay_short_term_gold = {
target = scope:recipient
gold = {
value = massive_gold_value
multiply = 2
}
}
}
if = {
limit = {
scope:criminal_secret_recipient = yes
}
scope:actor = {
random_known_secret = {
limit = {
secret_owner = scope:recipient
is_criminal_for = scope:recipient
can_be_exposed_by = scope:actor
}
disable_exposure_by = scope:actor
}
}
}
add_tyranny = major_tyranny_gain
send_interface_toast = {
type = event_toast_effect_good
title = force_governor_resignation_accepted_toast
left_icon = scope:target
right_icon = scope:recipient
scope:recipient = {
custom_tooltip = abdicate_target_title_tt
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = forced_my_abdication_opinion
}
}
if = {
limit = {
can_set_relation_rival_trigger = {
CHARACTER = scope:actor
}
}
set_relation_rival = {
target = scope:actor
reason = rival_forced_my_abdication_reason
}
}
hidden_effect = {
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = yes
}
scope:recipient.top_liege.primary_title.var:administrative_ui_special_title = {
change_title_holder_include_vassals = {
holder = scope:recipient.primary_heir
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
}
scope:recipient = {
if = {
limit = {
NOT = {
has_trait = former_emperor
}
}
add_trait = former_emperor
}
house ?= {
if = {
limit = {
this != scope:actor.house
}
every_house_member = {
custom = custom.every_house_member_recipient
limit = {
is_ai = yes
this != scope:secondary_recipient
}
add_opinion = {
target = scope:actor
modifier = forced_my_house_members_abdication_opinion
}
}
}
}
}
}
on_decline = scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = force_abdication_declined_toast
left_icon = scope:target
right_icon = scope:recipient
change_influence = major_influence_loss
add_prestige = medium_prestige_loss
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = attempted_force_step_down_opinion
}
if = {
limit = {
can_set_relation_rival_trigger = {
CHARACTER = scope:actor
}
}
set_relation_rival = {
target = scope:actor
reason = rival_attempted_to_force_my_abdication_reason
}
}
}
if = {
limit = {
scope:criminal_secret_recipient = yes
}
scope:actor = {
random_known_secret = {
limit = {
secret_owner = scope:recipient
is_criminal_for = scope:recipient
can_be_exposed_by = scope:actor
}
expose_secret = scope:actor
}
}
}
}
scope:recipient.house ?= {
if = {
limit = {
this != scope:actor.house
}
every_house_member = {
custom = custom.every_house_member_recipient
limit = {
is_ai = yes
this != scope:secondary_recipient
}
add_opinion = {
target = scope:actor
modifier = demanded_my_house_members_abdication_opinion
}
}
}
}
}As written in game/common/character_interactions/10_tgp_interactions.txt.
- Category
- Candidacy
- Cooldown
- 5 years
- In the menu
- under More…
- ID
force_abdication_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.