Interaction · Diplomatic actions
Make Concubine
Make the recipient your Concubine
What you need
You
To send it
- The character you target:
- … cannot take a former … as … concubine.
One of these
All of these
- Is imprisoned by you
- Is married
or
Is not married
is_hostage = no
To see it in the menu
- You:
allowed_concubines = yes- Is an Adult
- The character you target:
One of these
- Is a courtier of you
or
Is imprisoned by you
- Is available (an adult, not a ruler)
If
- Is not imprisoned by you
Then
- Is not married
- Is not betrothed
- Not: Is Concubine
is_diarch = nonumber_of_concubines = 0
If
- Is imprisoned by you
- Is married
Then
- Is not your spouse
- Is not your concubine
- Has none of the traits: Eunuch, Beardless Eunuch, Monk, Military Order Member
- Does not have “can not marry” (a variable the game's script sets)
If a check the game hides passes: the same again (4 lines)
None of these
- Their primary title:
is_mercenary_company = yes
is_leading_faction_type = peasant_factionis_leading_faction_type = populist_faction- Government is unplayable
- Their primary title:
- If a member of the Clergy:
- Does not have the Trait: Monk
- Does not have the Trait: Military Order Member
- You:
- Has none of the traits: Eunuch, Beardless Eunuch, Monk, Military Order Member
- Does not have “can not marry” (a variable the game's script sets)
If
a check the game hides
Then
None of these
- Their primary title:
is_mercenary_company = yes
is_leading_faction_type = peasant_factionis_leading_faction_type = populist_faction- Government is unplayable
- Their primary title:
- If a member of the Clergy:
marriage_clergy_can_marry_trigger = { }
If
- You:
Not all of these
- Game rule set to “Accepted”
- Their rite: The rite has Same-sex relationships are fully accepted
Then
sex_opposite_of = scope:puppet_or_actor
- You:
If
- Is not a courtier of you
Then
- Their rite:
None of these
- The can marry check:
relation_with_character_is_incestuous_in_rite_trigger = { CHARACTER = scope:puppet_or_actor RITE = scope:consanguinity_rite }
- The can marry check:
If
- You: Is not a courtier of the can marry check
Then
- Your rite:
None of these
- The can marry check:
relation_with_character_is_incestuous_in_rite_trigger = { CHARACTER = scope:puppet_or_actor RITE = scope:consanguinity_rite }
- The can marry check:
None of these
- The can marry check: Is your spouse
- Has none of the traits: Ill, Pneumonia, Great Pox, Lover's Pox, Leper, Gout Ridden, Consumption, Cancer, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, Holy Fire, Sickly
None of these
- Current weight more than 50
- Current weight less than -50
- Has the Trait: Homely Characters
- Has the Trait: Club-footed
- Has the Trait: Hunchbacked
- Has the Trait: Dwarf
- Has the Trait: Giant
- Has the Trait: Inbred
- Has the Trait: Spindly
- Has the Trait: Scaly
- Has the Trait: Albino
- Has the Trait: Great Pox
- Has the Trait: Lover's Pox
- Has the Trait: Leper
- Has the Trait: Gout Ridden
- Has the Trait: Injured
- Has the Trait: Maimed
- Has the Trait: One-Eyed
- Has the Trait: One-Legged
- Has the Trait: Disfigured
- Has the Trait: Blind
One of these
- Has the Trait: Eunuch
or
Has the Trait: Beardless Eunuch
Make Concubine is a diplomatic character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_marriage_interactions.txt.
Quick answers (1)
- Will the AI accept Make Concubine?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The character you target:
- Event marriage_interaction.0040
If
Then
release_from_prison = yes- Opinion: Forced Me to Serve as a Concubine
- Every close family member:
If
a check the game hides
Then
- Opinion: Forced My Relative to Serve as a Concubine
If
One of these
None of these
- Their rite: Has the Concubines Doctrine
or
None of these
- Their rite: The rite has the tenet Polyamory
or
All of these
allowed_to_marry_same_sex_trigger = { }- The character you target:
sex_same_as = scope:secondary_actor
Then
- Opinion: Forced My Relative into a Blasphemous Union
- If has the Trait: Celibate: Loses the Trait Celibate
- If married › Every spouse:
- Opinion: Forced My Spouse to Serve as a Concubine
divorce = scope:recipient- Event marriage_interaction.0041
- If concubine:
this.concubinist = { … }
If
a check the game hides
Then
- Their betrothed: Event marriage_interaction.0041
break_betrothal = betrothed
- If number of concubines more than 0 › Every concubine › The character you target:
remove_concubine = prev
If
Then
- Your house:
add_unity_value = { … }
- Your house:
Events it fires: marriage_interaction.0040, marriage_interaction.0041
• 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) (1 line of game script)
is_shown = make_concubine_is_shown_trigger = yes
As written in game/common/character_interactions/00_marriage_interactions.txt.
Can be sent when (is_valid…) (1 line of game script)
make_concubine_is_valid_trigger = yes
As written in game/common/character_interactions/00_marriage_interactions.txt.
Effects (on_send, on_accept, on_decline) (11 lines of game script)
on_accept = scope:puppet_or_actor = {
save_scope_as = secondary_actor
}
concubine_on_accept_effect = yes
add_clan_unity_interaction_effect = {
CHARACTER = scope:puppet_or_actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_concubinage.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_marriage_interactions.txt.
- Category
- Diplomatic actions
- In the menu
- under More…
- ID
make_concubine_interaction
Source: game/common/character_interactions/00_marriage_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.