Interaction · Candidacy
Force Retirement
Attempt to force the recipient to resign from a Governorship
What you need
You
To send it
- Is an Adult
- Is not in a Civil War
- The target:
- Title tier exactly scope:recipient.main administrative tier
- The … is not a Noble Family Title
Also needed: not imprisoned
To see it in the menu
- you has administrative government mechanic
- If played by the AI:
- Is an Independent Ruler
The character you target
To send it
- Is not in a Civil War
If
- Their top liege:
has_realm_law_flag = celestial_retirement_law
- You: Does not hold Ministry of Personnel
Then
- The target’s top liege:
has_realm_law_flag = celestial_retirement_law
If
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_4
Then
- Retirement Age Law is set to Overdue Retirement and allows retirement for Governors older than 90 years old
Else if
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_3
Then
- Retirement Age Law is set to Late Retirement and allows retirement for Governors older than 80 years old
Else if
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_2
Then
- Retirement Age Law is set to Standard Retirement and allows retirement for Governors older than 70 years old
Else if
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_1
Then
- Retirement Age Law is set to Early Retirement and allows retirement for Governors older than 60 years old
Else if
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_0
Then
- Retirement Age Law is set to Very Early Retirement and allows retirement for Governors older than 50 years old
Else if
- The target’s top liege:
has_realm_law_flag = celestial_retirement_age_5
Then
- Retirement Age Law is set to No Set Retirement and allows retirement at any age
Otherwise
- There is no Retirement Age Law
- The target’s top liege:
- Their top liege:
To see it in the menu
- they has administrative government mechanic
- Is a Governor
top_liege ?= scope:actor.top_liege
Which title you can pick
- The target:
- Title tier exactly scope:recipient.main administrative tier
- The … is not a Noble Family Title
Force Retirement is a candidacy character interaction in Crusader Kings III. You need: Is an Adult, Is not imprisoned and Is not in a Civil War. The character you target needs: Is not in a Civil War. 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 11 more. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (2)
- What are the requirements for Force Retirement in CK3?
- You: Is an Adult, Is not imprisoned and Is not in a Civil War. The character you target: Is not in a Civil War. (patch 1.20.1.2)
- How do I get the AI to accept Force Retirement?
- 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, The recipient … a Movement Leader -20, The recipient … more than 350 Movement Power -20, Your Intrigue and The recipient's Intrigue.
Will they accept?
Accepted automatically when:
Otherwise
- Never
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 |
| Craven | +10 |
| Trusting | +5 |
| Generous | +5 |
| Lazy | +10 |
| Paranoid | -20 |
| Patient | -5 |
| Brave | -10 |
| Greedy | -10 |
| Ambitious | -20 |
The recipient … a Movement Leaderwhen
| -20 |
The recipient … more than 350 Movement Powerwhen
| -20 |
| Your Intrigue | your intrigue × 2 |
| The recipient's Intrigue | their intrigue × -2 |
Acceptance (ai_accept) (115 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
}
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 = {
scope:recipient = {
is_any_movement_leader = yes
}
add = -20
desc = recipient_is_any_movement_leader
}
modifier = {
exists = scope:recipient.var:movement_power
scope:recipient.var:movement_power >= high_movement_power_value
add = -20
desc = recipient_has_high_movement_power
}
modifier = {
add = {
value = scope:actor.intrigue
multiply = 2
}
desc = INTERACTION_ACTOR_INTRIGUE
}
modifier = {
add = {
value = scope:recipient.intrigue
multiply = -2
}
desc = INTERACTION_RECIPIENT_INTRIGUE
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
If
- The option “gold” is chosen
Then
- Pay 0 gold to the target
If
- The option “influence” is chosen
Then
- Influence changes
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:
- The character you target:
- Steps down from all held Governorships
- If played by the AI: Opinion: Forced My Resignation
- 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) (21 lines of game script)
is_available = government_has_mechanic = administrative
trigger_if = {
limit = {
is_ai = yes
}
highest_held_title_tier >= tier_duchy
NOT = {
any_scheme = {
is_scheme_category = political
}
}
}
top_liege != this
is_shown = scope:actor = {
this != scope:recipient
}
scope:recipient = {
government_has_mechanic = administrative
is_governor = yes
top_liege ?= scope:actor.top_liege
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (23 lines of game script)
scope:actor = {
is_adult = yes
is_imprisoned = no
is_in_civil_war = no
}
scope:recipient = {
is_in_civil_war = no
trigger_if = {
limit = {
top_liege = {
has_realm_law_flag = celestial_retirement_law
}
scope:actor = {
NOT = {
has_title = title:e_minister_of_personnel
}
}
}
tgp_is_above_retirement_age_trigger = {
REALM_OWNER = scope:recipient
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (157 lines of game script)
on_accept = scope:actor = {
if = {
limit = {
scope:hook = yes
}
use_hook = scope:recipient
}
if = {
limit = {
scope:gold = yes
}
pay_short_term_gold = {
target = scope:recipient
gold = force_step_down_interaction_gold_cost_value
}
}
if = {
limit = {
scope:influence = yes
}
change_influence = force_step_down_interaction_influence_cost_value
}
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
}
}
}
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 = loses_target_title_tt
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = forced_my_resignation_opinion
}
}
if = {
limit = {
can_set_relation_rival_trigger = {
CHARACTER = scope:actor
}
}
set_relation_rival = {
target = scope:actor
reason = rival_forced_my_resignation_reason
}
}
house ?= {
if = {
limit = {
this != scope:actor.house
}
change_house_relation_effect = {
HOUSE = scope:actor.house
VALUE = house_relation_damage_medium_value
REASON = forced_resignation
CHAR = scope:actor
TARGET_CHAR = scope:recipient
TITLE = scope:recipient.primary_title
}
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_resignation_opinion
}
}
}
}
hidden_effect = {
force_step_down_landed_titles = yes
}
}
}
}
on_decline = scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = force_governor_resignation_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_resignation_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_resignation_opinion
opinion = -10
}
}
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Candidacy
- Again on the same character
- after 5 years
- In the menu
- under More…
- ID
force_step_down_interaction
Source: game/common/character_interactions/06_ep3_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.