Interaction · Hostile actions
Imprison
Attempt to Imprison the recipient
What you need
You
To send it
If
- Holds Ministry of Justice
- The character you target:
Not all of these
- Their liege:
- Holds China
- Government is Celestial
- Their government has the government uses ministry budget flag
- Their liege:
None of these
All of these
All of these
- The character you target:
- Is not imprisoned
- Is not at war with the allowed imprisoner
- Does not have a Strong Hook on the allowed imprisoner
- … is traveling to become a Hostage
If
- Has a Adventurer Government
- Is a ruler
Then
- The allowed imprisoner: Is landed
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }domicile.domicile_location.county ?= { target_is_de_facto_liege_or_above = scope:allowed_imprisoner.primary_title }
- The character you target:
All of these
- The character you target:
One of these
All of these
- Is a vassal (or below) of the allowed imprisoner
If
is_foreign_court_guest = yes
Then
- Their host: Is a vassal (or below) of the allowed imprisoner
or
Is a guest at the allowed imprisoner’s courtor
All of these
- Has a Adventurer Government
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
- Is not imprisoned by the allowed imprisoner
- The character you target:
Then
- Your top liege:
- The character you target:
- Is not imprisoned
- Is not at war with the allowed imprisoner
- Does not have a Strong Hook on the allowed imprisoner
- … is traveling to become a Hostage
If
- Has a Adventurer Government
- Is a ruler
Then
- The allowed imprisoner: Is landed
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }domicile.domicile_location.county ?= { target_is_de_facto_liege_or_above = scope:allowed_imprisoner.primary_title }
- The character you target:
One of these
All of these
- Is a vassal (or below) of the allowed imprisoner
If
is_foreign_court_guest = yes
Then
- Their host: Is a vassal (or below) of the allowed imprisoner
or
Is a guest at the allowed imprisoner’s courtor
All of these
- Has a Adventurer Government
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
- Is not imprisoned by the allowed imprisoner
- The character you target:
Otherwise
- The character you target:
- Is not imprisoned
- Is not at war with the allowed imprisoner
- Does not have a Strong Hook on the allowed imprisoner
- … is traveling to become a Hostage
If
- Has a Adventurer Government
- Is a ruler
Then
- The allowed imprisoner: Is landed
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }domicile.domicile_location.county ?= { target_is_de_facto_liege_or_above = scope:allowed_imprisoner.primary_title }
- The character you target:
One of these
All of these
- Is a vassal (or below) of the allowed imprisoner
If
is_foreign_court_guest = yes
Then
- Their host: Is a vassal (or below) of the allowed imprisoner
or
Is a guest at the allowed imprisoner’s courtor
All of these
- Has a Adventurer Government
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
- Is not imprisoned by the allowed imprisoner
- If your Government is Nomadic: Does NOT have the Unruly Nomads Law
- If holds Ministry of Justice › The character you target:
NOT = { is_close_or_extended_family_of = scope:puppet_or_actor.top_liege }
- Your liege:
- You: Is not imprisoned
- In some cases (on a condition the game doesn't show): … (more in the script below)
- … (more in the script below)
To see it in the menu
One of these
All of these
- Holds Ministry of Justice
- The character you target:
Not all of these
- Their liege:
All of these
- Holds China
- Government is Celestial
- Their government has the government uses ministry budget flag
- Their liege:
- Their liege:
All of these
- The character you target:
One of these
All of these
- Is a vassal (or below) of the allowed imprisoner
If
is_foreign_court_guest = yes
Then
- Their host: Is a vassal (or below) of the allowed imprisoner
or
Is a guest at the allowed imprisoner’s courtor
All of these
- Has a Adventurer Government
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
- Is not imprisoned by the allowed imprisoner
- The character you target:
or
All of these
- The character you target:
One of these
All of these
- Is a vassal (or below) of the allowed imprisoner
If
is_foreign_court_guest = yes
Then
- Their host: Is a vassal (or below) of the allowed imprisoner
or
Is a guest at the allowed imprisoner’s courtor
All of these
- Has a Adventurer Government
reverse_has_opinion_modifier = { target = scope:allowed_imprisoner modifier = eviction_ignored_opinion }
- Is not imprisoned by the allowed imprisoner
- The character you target:
If
- Is played by the AI
NOT = { puppeteer ?= { is_ai = no } }
Then
If
has_realm_law_flag = imprisonment_toggle_enable
Then
has_realm_law_flag = imprisonment_toggle_on
- Is not imprisoned
If
- The character you target: Is a courtier of you
Then
None of these
- The target’s host › Any foreign court guest: Is the target
Imprison is a hostile character interaction in Crusader Kings III. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include The recipient has a Personal Tenet that makes them harder to imprison (-25), Legalism (+25), Clergy acting towards a secular Ruler (+20) and 17 more. It costs Prestige (varies), Treasury (varies). Patch 1.20.1.2, from game/common/character_interactions/00_prison_interactions.txt.
Quick answers (2)
- How do I get the AI to accept Imprison?
- Accepted automatically in some cases; otherwise the AI weighs it. Its reasons: The recipient has a Personal Tenet that makes them harder to imprison -25, Legalism +25, Clergy acting towards a secular Ruler +20, Relative Level of Devotion, Your Learning and Personal Tenet, Your Intrigue, The recipient's Intrigue, Hook used +30, … Opinion of …, Refusal is Treason +20, Prison-Feudal Complex +50, The recipient … of the … Tier -40, The recipient is not a Ruler +50, You seek… sacrificial victims +25, The recipient is your Child +200, The recipient is backed by a faction -70, Rank Difference, Intimidated by you, Terrified of you, Intimidated by you, Terrified of you, Difference in your Military Strength (max +20), They is your Rival -50, They is your Nemesis -100, Your Court Grandeur +10, Your Court Grandeur +20, Legalistic Customs +20, Your Acclaimed Knight is intimidating +15, Your Acclaimed Knight is very intimidating +25, Wants to decrease House Unity, Indomitable Azatani -25 and Cowed Detractor: Imprisonment +10.
- How much does Imprison cost?
- Prestige (varies), Treasury (varies) (patch 1.20.1.2).
Will they accept?
Accepted automatically when:
If
- You: Holds Ministry of Justice
Then
- You are the Minister of Justice and your authority cannot be denied
Else if
- The character you target:
- Is not landed
One of these
exists = clerical_elector_titleor
Any held title:One of these
- The … is a Noble Family Title
or
Is a Clerical Title
Then
- They are not Landed and are powerless before your inexolerable authority
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 |
The recipient has a Personal Tenet that makes them harder to imprisonwhen
| -25 |
Legalismwhen
| +25 |
| Clergy acting towards a secular Ruler | +20 |
Relative Level of Devotionwhen
| varies |
Your Learning and Personal Tenetwhen
| your learning × 2 |
| Your Intrigue | your intrigue × 1 |
| The recipient's Intrigue | their intrigue × -2 |
Hook usedwhen
| +30 |
| … Opinion of … | varies |
| Their personality (AI values: boldness (scripted), honor (scripted)) | varies |
Refusal is Treasonwhen
| +20 |
Prison-Feudal Complexwhen
| +50 |
| The recipient … of the … Tier | -40 |
The recipient is not a Rulerwhen
| +50 |
You seek… sacrificial victimswhen
| +25 |
The recipient is your Childwhen
| +200 |
The recipient is backed by a factionwhen
| -70 |
| Rank Difference | varies |
Intimidated by youwhen
| intimidated_halved_reason_value |
Terrified of youwhen
| cowed_halved_reason_value |
Intimidated by youwhen
| intimidated_external_reason_value |
Terrified of youwhen
| cowed_external_reason_value |
Difference in your Military Strength (max +20)when
| varies |
They is your Rivalwhen
| -50 |
They is your Nemesiswhen
| -100 |
Your Court Grandeurwhen
| +10 |
Your Court Grandeurwhen
| +20 |
| Legalistic Customs | +20 |
A scripted reasonwhen
| +500 |
Your Acclaimed Knight is intimidatingwhen
| +15 |
Your Acclaimed Knight is very intimidatingwhen
| +25 |
Wants to decrease House Unitywhen
| varies |
Indomitable Azataniwhen
| -25 |
| Cowed Detractor: Imprisonment | +10 |
Acceptance (ai_accept) (269 lines of game script)
base = 0
modifier = {
add = -25
scope:recipient = {
has_personal_tenet_flag = tenet_false_conversion_sanction_elusive
}
desc = SANCTIONED_FALSE_CONVERSION_IMPRISONMENT_RESISTANCE
}
legalism_lawful_authority_acceptance_modifier = {
ACTOR = scope:puppet_or_actor
}
celestial_hierarchy_acceptance_modifier = {
ACTOR = scope:puppet_or_actor
RECIPIENT = scope:recipient
}
modifier = {
add = {
value = scope:puppet_or_actor.learning
multiply = 2
}
scope:puppet_or_actor = {
has_personal_tenet_flag = tenet_religious_law_imprisonment_bonus
has_imprisonment_reason = scope:recipient
}
desc = RELIGIOUS_LAW_IMPRISONMENT_LEARNING_REASON
}
modifier = {
add = {
value = scope:puppet_or_actor.intrigue
multiply = 1
}
desc = IMPRISON_INTRIGUE_ACTOR
}
modifier = {
add = {
value = scope:recipient.intrigue
multiply = -2
}
desc = IMPRISON_INTRIGUE_RECIPIENT
}
modifier = {
add = 30
scope:hook = yes
desc = SCHEME_HOOK_USED
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:puppet_or_actor
multiplier = 0.5
desc = AI_OPINION_REASON
}
ai_value_modifier = {
who = scope:recipient
ai_boldness = {
if = {
limit = {
scope:recipient = {
NOT = {
ai_boldness = 0
}
}
}
value = -0.5
}
}
ai_honor = {
if = {
limit = {
scope:recipient = {
ai_honor > 0
}
scope:puppet_or_actor = {
has_imprisonment_reason = scope:recipient
has_realm_law_flag = vassal_refusal_is_treason
}
}
value = 0.75
}
}
}
modifier = {
add = 20
scope:puppet_or_actor = {
any_vassal_or_below = {
this = scope:recipient
}
has_realm_law_flag = vassal_refusal_is_treason
}
desc = AI_REFUSAL_IS_TREASON
}
modifier = {
add = 50
scope:puppet_or_actor = {
has_perk = prison_feudal_complex_perk
}
desc = AI_PRISON_FEUDAL_COMPLEX_PERK
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_hightier_tt
scope:recipient = {
highest_held_title_tier = tier_kingdom
}
add = -40
}
modifier = {
desc = AI_REFUSAL_COURTIER
scope:recipient = {
is_ruler = no
}
add = 50
}
modifier = {
desc = AI_REFUSAL_HUMAN_SACRIFICE_COURTIER
scope:puppet_or_actor = {
has_personal_tenet_flag = tenet_human_sacrifice_courtier_imprisonment_chance
}
scope:recipient = {
is_ruler = no
}
add = 25
}
modifier = {
desc = AI_REFUSAL_YOUNG_CHILD
scope:recipient = {
is_child_of = scope:puppet_or_actor
is_courtier_of = scope:puppet_or_actor
is_adult = no
}
add = 200
}
modifier = {
desc = AI_CLAIMANT_PENALTY
scope:puppet_or_actor = {
OR = {
any_targeting_faction = {
faction_type = claimant_faction
faction_is_at_war = yes
special_character ?= scope:recipient
}
AND = {
exists = var:claimant_faction_sent_demand
var:claimant_faction_sent_demand = scope:recipient
}
}
}
add = -70
}
modifier = {
desc = AI_REFUSAL_RANK_DIFFERENCE
scope:recipient = {
is_ruler = yes
is_landed = yes
highest_held_title_tier < tier_kingdom
}
add = {
value = -15
if = {
limit = {
scope:puppet_or_actor = {
tier_difference = {
target = scope:recipient
value >= 2
}
}
}
add = 5
}
if = {
limit = {
scope:puppet_or_actor = {
tier_difference = {
target = scope:recipient
value >= 3
}
}
}
add = 5
}
if = {
limit = {
scope:puppet_or_actor = {
tier_difference = {
target = scope:recipient
value >= 4
}
}
}
add = 10
}
}
}
modifier = {
add = intimidated_halved_reason_value
scope:recipient = {
target_is_liege_or_above = scope:puppet_or_actor
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_halved_reason_value
scope:recipient = {
target_is_liege_or_above = scope:puppet_or_actor
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:puppet_or_actor
}
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = {
target_is_liege_or_above = scope:puppet_or_actor
}
has_dread_level_towards = {
target = scope:puppet_or_actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_power_tt
trigger = {
scope:puppet_or_actor = {
is_ruler = yes
}
scope:recipient = {
is_ruler = yes
}
}
add = {
value = 1
subtract = {
value = scope:recipient.current_military_strength
divide = {
value = scope:puppet_or_actor.current_military_strength
min = 1
}
}
multiply = 100
min = -1000
max = 20
}
}
modifier = {
desc = offer_vassalization_interaction_aibehavior_rival_tt
trigger = {
scope:recipient = {
has_relation_rival = scope:puppet_or_a
# … (cut here; the rest is in the file)As written in game/common/character_interactions/00_prison_interactions.txt.
What happens
If they accept
- In some cases (on a condition the game doesn't show) › You:
- If liege diarchy surcharge interaction imprison interaction more than 0:
add_prestige = { … }
If
- Holds Ministry of Justice
- The character you target: Is not a courtier of you
Then
remove_treasury = scope:puppet_or_actor.major_treasury_value
- If liege diarchy surcharge interaction imprison interaction more than 0:
- If holds Ministry of Justice:
If
None of these
has_imprisonment_reason = scope:recipient- The target’s liege:
has_imprisonment_reason = scope:recipient
- You use a Hook
- Any character situation:
situation_type = dynastic_cycle- The current phase counts “Minister of Justice Unjustly Imprison Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Minister of Justice Unjustly Imprison Dynastic Cycle Catalyst”
- If government allows: merit:
change_merit = { value = minor_merit_gain multiply = scope:recipient.highest_held_title_tier }
- If your Government uses Influence:
change_influence = { value = minor_influence_gain multiply = scope:recipient.highest_held_title_tier }
- The target’s liege:
If
has_imprisonment_reason = scope:recipient
Then
consume_imprisonment_reasons = scope:recipient
- You:
If
NOT = { has_imprisonment_reason = scope:recipient }
Then
If
Then
- Dread +20
Else if
One of these
- The character you target:
or
The character you target:
Then
- Dread +10
If
- The imprisonment performer:
NOT = { has_imprisonment_reason = scope:recipient }
- The character you target:
has_council_position = councillor_court_chaplain
Then
If
- The character you target:
Then
- The imprisonment performer:
fire_councillor = scope:recipient
- The imprisonment performer: Level of Devotion -1
If
a check the game hides
Then
- The imprisonment performer’s faith’s religious head: Opinion: Respect (-30)
- The imprisonment performer:
If
- The imprisonment performer:
NOT = { has_imprisonment_reason = scope:recipient }faith.religious_head = scope:recipient
Then
- The imprisonment performer:
- Level of Devotion -1
- Gain -100 Piety
- The imprisonment performer:
- The imprisonment target:
If
Then
- … (more in the script below)
- … (more in the script below)
When it is accepted automatically
- The character you target: Event char_interaction.0233
If they refuse
If
- The character you target: Is close family of you
Then
- The character you target:
If
Then
If
- Does not have the target char as grudge
Then
Otherwise
- Opinion: Grudge Exacerbated (-20)
Else if
Then
Otherwise
If
- Does not have the target char as friend
- Does not have the target char as best friend
- Does not have the target char as rival
- Does not have the target char as nemesis
- Does not have the target char as potential rival
Then
set_relation_potential_rival = scope:target_char
If
NOT = { scope:rival_opinion = 0 }
Then
If
- The target char: Is played by the AI
Then
- The target char gains the opinion “Hatred” of them
- Opinion: Hatred
If
- You: Does not hold Ministry of Justice
Then
If
- The character you target: Has a Adventurer Government
Then
- The character you target:
- If current military strength at least 100:
start_war = { cb = ep3_laamp_apprehend_adventurer_cb target = scope:puppet_or_actor }
- Otherwise:
If
- The province effect’s county’s holder:
is_laamp_exiled_from_holder_or_liege_trigger = { LAAMP = scope:laamp_effect }
Then
- The laamp effect:
domicile.domicile_location.county.holder = { … }If a check the game hides passes: the same again (1 line)
domicile.domicile_location.county.holder = { … }
- If played by the AI:
- Gains the modifier “Well Fed Travelers”
- Provisions Use -80%
- Gains the modifier “Well Fed Travelers”
- Sets out on a journey (a travel plan)
- The province effect’s county’s holder:
- If current military strength at least 100:
Otherwise
- You:
If
- The imprisonment performer:
NOT = { has_imprisonment_reason = scope:recipient }faith.religious_head = scope:recipient
Then
- The imprisonment performer:
- Level of Devotion -1
- Gain -100 Piety
- The imprisonment performer:
If
a check the game hides
Then
If
has_imprisonment_reason = scope:recipient
Then
consume_imprisonment_reasons = scope:recipient
Otherwise
change_strife_opinion = medium_strife_gain
Else if
has_imprisonment_reason = scope:recipient
Then
Else if
One of these
NOT = { exists = scope:recipient }or
Is at war with the target
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
Options when sending
- Use a Hook
Events it fires: lover.0101, char_interaction.0231, faction_demand.9001, char_interaction.0232, ep3_laamps.0002, bp2_hostage_system.0400, bp2_hostage_system.0401, char_interaction.0233
• 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) (50 lines of game script)
is_shown = scope:puppet_or_actor ?= {
this != scope:recipient
OR = {
AND = {
has_title = title:e_minister_of_justice
scope:recipient = {
tgp_is_any_minister = no
liege ?= {
basic_allowed_to_imprison_character_trigger = {
CHARACTER = scope:recipient
}
}
}
}
basic_allowed_to_imprison_character_trigger = {
CHARACTER = scope:recipient
}
}
trigger_if = {
limit = {
is_ai = yes
NOT = {
puppeteer ?= {
is_ai = no
}
}
}
trigger_if = {
limit = {
has_realm_law_flag = imprisonment_toggle_enable
}
has_realm_law_flag = imprisonment_toggle_on
}
is_imprisoned = no
}
}
trigger_if = {
limit = {
scope:recipient = {
is_courtier_of = scope:puppet_or_actor
}
}
NOT = {
scope:recipient.host = {
any_foreign_court_guest = {
this = scope:recipient
}
}
}
}As written in game/common/character_interactions/00_prison_interactions.txt.
Can be sent when (is_valid…) (129 lines of game script)
scope:puppet_or_actor = {
trigger_if = {
limit = {
has_title = title:e_minister_of_justice
scope:recipient = {
tgp_is_any_minister = no
}
NOT = {
allowed_to_imprison_character_trigger = {
CHARACTER = scope:recipient
}
}
}
top_liege = {
allowed_to_imprison_character_trigger = {
CHARACTER = scope:recipient
}
}
}
trigger_else = {
allowed_to_imprison_character_trigger = {
CHARACTER = scope:recipient
}
}
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
NOT = {
has_realm_law = nomadic_authority_1
}
}
trigger_if = {
limit = {
has_title = title:e_minister_of_justice
}
scope:recipient = {
NOT = {
is_close_or_extended_family_of = scope:puppet_or_actor.top_liege
}
}
}
}
imprison_neutral_is_valid_showing_failures_only_triggers_trigger = yes
trigger_if = {
limit = {
scope:actor = scope:puppet_or_actor
}
custom_tooltip = {
text = cannot_take_overt_hostile_actions_against_diarch.tt
NOT = {
scope:recipient ?= scope:puppet_or_actor.diarch
}
}
}
trigger_else = {
custom_tooltip = {
text = cannot_take_overt_hostile_actions_against_diarch.tt_puppeteer
NOT = {
scope:recipient ?= scope:puppet_or_actor.diarch
}
}
}
trigger_if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
prestige >= liege_diarchy_surcharge_interaction_imprison_interaction_value
}
}
trigger_if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
treasury >= {
value = 0
if = {
limit = {
scope:puppet_or_actor = {
has_title = title:e_minister_of_justice
}
scope:recipient = {
NOT = {
is_courtier_of = scope:puppet_or_actor
}
}
}
add = scope:puppet_or_actor.major_treasury_value
}
}
}
}
scope:puppet_or_actor = {
custom_description = {
text = character_interactions_hostile_actions_disabled_delay
NOT = {
has_character_flag = flag_hostile_actions_disabled_delay
}
}
trigger_if = {
limit = {
scope:actor = {
is_ai = no
}
}
scope:recipient = {
trigger_if = {
limit = {
has_government = landless_adventurer_government
reverse_has_opinion_modifier = {
target = scope:puppet_or_actor
modifier = eviction_ignored_opinion
}
}
is_travelling = no
}
}
}
trigger_else = {
OR = {
has_imprisonment_reason = scope:recipient
any_character_struggle = {
involvement = involved
}
}
}
}As written in game/common/character_interactions/00_prison_interactions.txt.
Effects (on_send, on_accept, on_decline) (232 lines of game script)
on_send = scope:puppet_or_actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
on_accept = if = {
limit = {
scope:is_puppet_action ?= yes
}
scope:puppet_or_actor = {
if = {
limit = {
liege_diarchy_surcharge_interaction_imprison_interaction_value > 0
}
add_prestige = {
value = {
add = liege_diarchy_surcharge_interaction_imprison_interaction_value
max = prestige
multiply = -1
}
}
}
if = {
limit = {
has_title = title:e_minister_of_justice
scope:recipient = {
NOT = {
is_courtier_of = scope:puppet_or_actor
}
}
}
remove_treasury = scope:puppet_or_actor.major_treasury_value
}
}
}
scope:puppet_or_actor = {
if = {
limit = {
has_title = title:e_minister_of_justice
}
if = {
limit = {
NOR = {
has_imprisonment_reason = scope:recipient
scope:recipient.liege = {
has_imprisonment_reason = scope:recipient
}
scope:hook = yes
}
any_character_situation = {
situation_type = dynastic_cycle
situation_top_has_catalyst = catalyst_minister_imprison
}
}
save_scope_value_as = {
name = use_strife_not_tyranny
value = yes
}
situation:dynastic_cycle = {
trigger_situation_catalyst = {
catalyst = catalyst_minister_imprison
character = scope:recipient
}
}
}
if = {
limit = {
government_allows = merit
}
change_merit = {
value = minor_merit_gain
multiply = scope:recipient.highest_held_title_tier
}
}
if = {
limit = {
government_has_flag = government_has_influence
}
change_influence = {
value = minor_influence_gain
multiply = scope:recipient.highest_held_title_tier
}
}
scope:recipient.liege = {
if = {
limit = {
has_imprisonment_reason = scope:recipient
}
consume_imprisonment_reasons = scope:recipient
}
}
}
}
if = {
limit = {
scope:hook = yes
}
scope:puppet_or_actor = {
use_hook = scope:recipient
}
}
illegal_imprisonment_dread_effect = yes
imprison_court_chaplain_consequences_effect = yes
imprison_HoF_consequences_effect = yes
scope:recipient = {
if = {
limit = {
is_a_faction_member = yes
liege = scope:puppet_or_actor
}
joined_faction = {
save_scope_as = retaliating_faction
}
}
}
imprison_character_effect = {
TARGET = scope:recipient
IMPRISONER = scope:puppet_or_actor
}
imprison_attempt_escalates_rivalry_effect = yes
scope:puppet_or_actor = {
trigger_event = char_interaction.0231
if = {
limit = {
has_imprisonment_reason = scope:recipient
}
stress_and_fulfillment_impact = {
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
}
else = {
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
if = {
limit = {
exists = scope:retaliating_faction
}
scope:retaliating_faction = {
imprisonment_retribution_start_faction_war_if_valid = yes
}
}
}
}
if = {
limit = {
scope:puppet_or_actor = {
has_character_flag = flag_hostile_actions_disabled_delay
}
}
scope:puppet_or_actor = {
remove_character_flag = flag_hostile_actions_disabled_delay
}
}
if = {
limit = {
NOT = {
scope:puppet_or_actor = {
has_imprisonment_reason = scope:recipient
}
}
scope:recipient = {
is_landed_or_landless_administrative_or_theocratic = yes
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_imprison.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
else_if = {
limit = {
NOT = {
scope:puppet_or_actor = {
has_imprisonment_reason = scope:recipient
}
}
scope:recipient = {
is_landed_or_landless_administrative_or_theocratic = no
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_imprison.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
else = {
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_imprison.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
scope:puppet_or_actor = {
if = {
limit = {
character_is_valid_for_harrying_of_the_north_trigger = yes
scope:recipient = {
character_is_valid_for_harrying_of_the_north_trigger = yes
is_important_or_vip_struggle_character = yes
}
culture != scope:recipient.culture
}
global_var:harrying_of_the_north = {
save_scope_as = story
}
if = {
limit = {
character_is_valid_norman_for_harrying_of_the_north_trigger = yes
scope:recipient = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
}
}
ep3_increase_pacification_effect = {
AMOUNT = harrying_minor_increase_value
}
}
else_if = {
limit = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_t
# … (cut here; the rest is in the file)As written in game/common/character_interactions/00_prison_interactions.txt.
- Category
- Hostile actions
- Cost: Prestige
- varies
- Cost: Treasury
- varies
- In the menu
- main list
- ID
imprison_interaction
Source: game/common/character_interactions/00_prison_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.