Interaction · Diplomatic actions
Remove House from Bloc
Eject the recipient's House from the …
What you need
You
To send it
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
- Your House must be leading your Bloc
- Must not be in the same War
To see it in the menu
- Is a ruler
- Your Government uses Blocs
- Your top liege: Government uses Blocs
- Highest held Title is at least County Rank
- Your top liege:
house.house_confederation.leading_house ?= househouse.house_head ?= this- Your house is not the target’s
scope:recipient.house.house_confederation ?= scope:actor.house.house_confederation
The character you target
- … must be House Head of a Noble Family Challenge your House Head for leadership, or use the Create Cadet Branch Decision
- Does not have a usable Hook on you
Remove House from Bloc is a diplomatic character interaction in Crusader Kings III. You need: Your House must be leading your Bloc and Must not be in the same War. The character you target needs: Does not have a usable Hook on you. Accepted automatically. It costs Influence (varies), Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/10_tgp_japan_interactions.txt.
Quick answers (3)
- What are the requirements for Remove House from Bloc in CK3?
- You: Your House must be leading your Bloc and Must not be in the same War. The character you target: Does not have a usable Hook on you. (patch 1.20.1.2)
- Will the AI accept Remove House from Bloc?
- Yes: it is accepted automatically.
- How much does Remove House from Bloc cost?
- Influence (varies), Prestige (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The target’s house:
house_confederation ?= { … }If
scope:leaver.house_head.house.house_confederation ?= scope:bloc
Then
If
- The bloc: Confederation member house (at most 2):
Then
- House … will leave the …
- The … will disband
Else if
- The leader is not the leaver
Then
- House … will leave the … and may not rejoin for 5 years
If
- The leader is the leaver
Then
- The bloc › One confederation member house, picked in order › The bloc temp:
tgp_set_house_bloc_leading_house_effect = { LEADER = scope:new_leader_temp }
Otherwise
If
flag:no = flag:yes
Then
- The leader:
- Their house head:
If
- Has the opinion “Joined House Bloc”
Then
remove_opinion = { target = scope:leaver.house_head modifier = joined_house_bloc_opinion }
- Opinion: Left House Bloc (-15)
If
a check the game hides
Then
impact_house_relation = { target = scope:other_house steps = scope:steps description = house_relation_reason_left_bloc_desc }
- Their house head:
- Their house head › If played by the AI: Opinion: Removed from House Bloc (-25)
If
a check the game hides
Then
impact_house_relation = { target = scope:other_house steps = scope:steps description = house_relation_reason_kicked_from_bloc_desc }
• 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) (7 lines of game script)
is_available = tgp_house_bloc_interaction_valid_trigger = yes house.house_confederation.leading_house ?= house house.house_head ?= this is_shown = exists = scope:actor.house exists = scope:recipient.house scope:actor.house != scope:recipient.house scope:recipient.house.house_confederation ?= scope:actor.house.house_confederation
As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
Can be sent when (is_valid…) (23 lines of game script)
scope:actor = {
tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
custom_tooltip = {
text = must_be_leader_of_bloc_trigger
confederation.leading_house ?= house
}
custom_tooltip = {
text = must_not_be_involved_in_war_together_trigger
NOT = {
any_character_war = {
any_war_participant = {
this = scope:recipient
}
}
}
}
}
scope:recipient = {
tgp_house_bloc_interaction_valid_showing_failures_trigger = yes
NOT = {
has_usable_hook = scope:actor
}
}As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
Effects (on_send, on_accept, on_decline) (32 lines of game script)
on_accept = scope:recipient.house = {
set_variable = {
name = bloc_leaving_reason
value = flag:reason_kicked
days = 4
}
tgp_leave_house_bloc_effect = {
OPINION = flag:no
TRUCE = flag:yes
}
house_head ?= {
if = {
limit = {
is_ai = yes
exists = scope:leader.house_head
}
add_opinion = {
modifier = kicked_from_house_bloc_opinion
target = scope:leader.house_head
opinion = -25
}
}
}
change_house_relation_effect = {
HOUSE = scope:leaver
VALUE = house_relation_damage_major_value
REASON = kicked_from_bloc
CHAR = scope:actor
TARGET_CHAR = scope:recipient
TITLE = scope:dummy_gender
}
}As written in game/common/character_interactions/10_tgp_japan_interactions.txt.
- Category
- Diplomatic actions
- Cost: Influence
- varies
- Cost: Prestige
- varies
- Cooldown
- 3 months
- In the menu
- main list
- ID
kick_from_house_bloc_interaction
Source: game/common/character_interactions/10_tgp_japan_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. “…” marks words the game fills in at play time (a name, a title).