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

Forgive

variesRenownAccepted automatically

Dynasty Head Interaction Retract the Denouncement of the recipient

What you need

You

To send it

  • Your dynasty:
    • dynasty_prestige >= miniscule_dynasty_prestige_value

To see it in the menu

The character you target

Forgive is a friendly character interaction in Crusader Kings III. Accepted automatically. It costs Renown (varies). Patch 1.20.1.2, from game/common/character_interactions/00_dynast_interactions.txt.

for a guide, post or blog
Quick answers (2)
Will the AI accept Forgive?
Yes: it is accepted automatically.
How much does Forgive cost?
Renown (varies) (patch 1.20.1.2).

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

Effects

  • Stress and fulfillment impact: by trait: Vengeful +20, Stubborn +20
  • The character you target:
    • Loses the Trait Denounced
    • The Denounced Opinion (-50) changes to Was Denounced (-25) (+25 Opinion)
    • If

      • Is not close family of you

      Then

      • Their house › All house members of …:
        • Where:
          • house != scope:puppet_or_actor.house
        • Opinion: Forgave House Member
  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

When it is accepted automatically

Events it fires: char_interaction.0050

• 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) (14 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	is_dynast = yes
	is_at_war = no
}
is_shown = scope:puppet_or_actor ?= {
	is_dynast = yes
	dynasty ?= scope:recipient.dynasty
}
scope:recipient = {
	has_trait = denounced
}

As written in game/common/character_interactions/00_dynast_interactions.txt.

Can be sent when (is_valid…) (3 lines of game script)
scope:puppet_or_actor.dynasty = {
	dynasty_prestige >= miniscule_dynasty_prestige_value
}

As written in game/common/character_interactions/00_dynast_interactions.txt.

Effects (on_send, on_accept, on_decline) (31 lines of game script)
on_accept = scope:puppet_or_actor = {
	stress_and_fulfillment_impact = {
		vengeful = minor_stress_impact_gain
		stubborn = minor_stress_impact_gain
	}
	hidden_effect = {
		send_interface_message = {
			type = event_generic_neutral
			title = forgive_interaction_notification
			right_icon = scope:recipient
			show_as_tooltip = {
				scope:recipient = {
					forgive_effect = yes
				}
			}
		}
	}
}
scope:recipient = {
	forgive_effect = yes
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:puppet_or_actor
	TARGET = scope:recipient
	VALUE = minor_unity_gain
	DESC = clan_unity_forgiveness.desc
	REVERSE_NON_HOUSE_TARGET = no
}
on_auto_accept = scope:recipient = {
	trigger_event = char_interaction.0050
}

As written in game/common/character_interactions/00_dynast_interactions.txt.

Category
Friendly actions
Cost: Renown
varies
In the menu
under More…
ID
forgive_interaction

Source: game/common/character_interactions/00_dynast_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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