Interaction · Candidacy
Request Retirement
Pressure the recipient to remove a Governor from office, passing all held Governorships to the next Candidate in Line
What you need
You
To send it
- Is not at war with the target
- Is not at war with the other character
- The other character is not you
- You cannot demand the resignation of members of a Dominant Family
Not all of these
- Is played by the AI
To see it in the menu
- you has administrative government mechanic
- If played by the AI: Influence more than 150
- Is an Independent Ruler
- Your top liege: they has administrative government mechanic
The character you target
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:
Also needed: not imprisoned
Which character you can pick
- Is a Governor
- Your house:
is_dominant_family = no
- Any held title:
is_landless_type_title = no- The … is not a Noble Family Title
Request Retirement is a candidacy character interaction in Crusader Kings III. You need: Is not at war with the target, Is not at war with the other character, The other character is not you and 1 more. The character you target needs: Is not imprisoned. Accepted automatically in some cases; otherwise the AI weighs it. Reasons the AI weighs include Weak Hook used (+30), Using the recipient's Secret (+50), Using the other character's Secret (+50) and 12 more. It costs Influence (varies). Patch 1.20.1.2, from game/common/character_interactions/06_ep3_interactions.txt.
Quick answers (3)
- What are the requirements for Request Retirement in CK3?
- You: Is not at war with the target, Is not at war with the other character, The other character is not you and You cannot demand the resignation of members of a Dominant Family. The character you target: Is not imprisoned. (patch 1.20.1.2)
- How do I get the AI to accept Request 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), Using the recipient's Secret +50, Using the other character's Secret +50, The other character's Governor Efficiency, The other character is of their House -30, The other character is of their House -50, The other character is their Close Family -70, The other character is their Councillor -15, The other character is their Spouse -25, The other character is their Friend -30, The other character is their Rival +25, Target House is a Powerful Family -20, Your House is a Powerful Family +20, Your House is a Dominant Family +30, Target House is a Dominant Family -30, The recipient's House member in Line +30 and The recipient is above the official Retirement Age.
- How much does Request Retirement cost?
- Influence (varies) (patch 1.20.1.2).
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 | -50 |
Weak Hook usedwhen
| +30 |
Exerting Influence (based on your Level of Influence)when
| varies |
Using the recipient's Secretwhen
| +50 |
Using the other character's Secretwhen
| +50 |
| The other character's Governor Efficiency | varies |
The other character is of their Housewhen
| -30 |
The other character is of their Housewhen
| -50 |
The other character is their Close Familywhen
| -70 |
The other character is their Councillorwhen
| -15 |
The other character is their Spousewhen
| -25 |
The other character is their Friendwhen
| -30 |
The other character is their Rivalwhen
| +25 |
Target House is a Powerful Familywhen
| -20 |
Your House is a Powerful Familywhen
| +20 |
Your House is a Dominant Familywhen
| +30 |
Target House is a Dominant Familywhen
| -30 |
The recipient's House member in Linewhen
| +30 |
| Their opinion of the other character × -0.5 | varies |
| Their opinion of you × 0.5 | varies |
| The recipient is above the official Retirement Age | varies |
Acceptance (ai_accept) (173 lines of game script)
base = -50
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 = RECIPIENT_SECRET
scope:criminal_secret_recipient = yes
add = 50
}
modifier = {
desc = SECONDARY_RECIPIENT_SECRET
scope:criminal_secret_secondary_recipient = yes
add = 50
}
modifier = {
add = {
value = -100
add = {
value = scope:secondary_recipient.governor_efficiency
multiply = 100
}
multiply = -1
round = yes
}
desc = SECONDARY_RECIPIENT_GOVERNOR_EFFICIENCY
}
modifier = {
scope:secondary_recipient.dynasty = scope:recipient.dynasty
scope:secondary_recipient.house != scope:recipient.house
NOT = {
scope:secondary_recipient = {
is_close_family_of = scope:recipient
}
}
add = -30
desc = THEY_ARE_MY_HOUSE_MEMBER
}
modifier = {
scope:secondary_recipient.house = scope:recipient.house
NOT = {
scope:secondary_recipient = {
is_close_family_of = scope:recipient
}
}
add = -50
desc = THEY_ARE_MY_HOUSE_MEMBER
}
modifier = {
scope:secondary_recipient = {
is_close_family_of = scope:recipient
}
add = -70
desc = THEY_ARE_MY_CLOSE_FAMILY
}
modifier = {
scope:secondary_recipient = {
is_councillor = yes
}
add = -15
desc = THEY_ARE_MY_COUNCILLOR
}
modifier = {
scope:recipient = {
is_spouse_of = scope:secondary_recipient
}
add = -25
desc = THEY_ARE_MY_SPOUSE
}
modifier = {
scope:recipient = {
has_relation_friend = scope:secondary_recipient
}
add = -30
desc = THEY_ARE_MY_FRIEND
}
modifier = {
scope:recipient = {
has_relation_rival = scope:secondary_recipient
}
add = 25
desc = THEY_ARE_MY_RIVAL
}
modifier = {
scope:secondary_recipient.house = {
is_powerful_family = yes
NOR = {
this = scope:actor.house
this = scope:intermediary.house
}
}
add = -20
desc = TARGET_FAMILY_IS_POWERFUL
}
modifier = {
scope:actor.house = {
is_powerful_family = yes
NOR = {
this = scope:actor.house
this = scope:intermediary.house
}
}
add = 20
desc = YOUR_FAMILY_IS_POWERFUL
}
modifier = {
scope:actor.house = {
is_dominant_family = yes
this != scope:recipient.house
}
add = 30
desc = YOUR_FAMILY_IS_DOMINANT
}
modifier = {
scope:secondary_recipient.house = {
is_dominant_family = yes
this != scope:recipient.house
}
add = -30
desc = TARGET_FAMILY_IS_DOMINANT
}
modifier = {
scope:secondary_recipient = {
house != scope:recipient.house
any_held_title = {
current_heir ?= {
is_close_family_of = scope:recipient
this != scope:recipient
}
}
}
add = 30
desc = THEIR_HOUSE_MEMBER_STANDS_TO_INHERIT
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:secondary_recipient
multiplier = -0.5
}
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 0.5
}
modifier = {
scope:secondary_recipient = {
tgp_is_above_retirement_age_trigger = {
REALM_OWNER = scope:actor
}
NOR = {
has_relation_friend = scope:recipient
has_relation_lover = scope:recipient
has_relation_disciple = scope:recipient
has_relation_elder = scope:recipient
house ?= scope:recipient.house
}
}
add = {
value = scope:secondary_recipient.age
subtract = scope:secondary_recipient.retirement_age_current_value
}
desc = recipient_above_retirement_age_value_desc
}As written in game/common/character_interactions/06_ep3_interactions.txt.
What happens
If they accept
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:
If
- The option “criminal secret secondary recipient” is chosen
Then
- You › One random known secret:
- Where:
secret_owner = scope:secondary_recipientis_criminal_for = scope:secondary_recipientcan_be_exposed_by = scope:actor- Is not known by the target
reveal_to = scope:recipientdisable_exposure_by = scope:actor
- Where:
- The other character:
- If played by the AI: Opinion: Forced My Resignation
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
- Their house:
force_step_down_landed_titles = yes
If
- The option “influence” is chosen
Then
- Influence -150
If they refuse
- The other character:
- The character you target:
If
None of these
exists = scope:administrative_revocationhas_revoke_title_reason = scope:secondary_recipientIf
a check the game hides
Then
has_claim_on = scope:landed_title
All of these
- they has administrative government mechanic
- Is an Independent Ruler
- The other character:
- they has administrative government mechanic
- Is a vassal (or below) of the liege temp
All of these
- The other character:
NOT = { vassal_contract_has_flag = religiously_protected }
One of these
or
- The other character:
Then
- Stress and fulfillment impact: by trait: Generous +40, Just +40
Else if
NOT = { has_revoke_title_reason = scope:secondary_recipient }
Then
- Stress and fulfillment impact: by trait: Generous +20, Forgiving +20
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:
Options when sending
- Use a Hook
- Use Influence
- Threaten to reveal recipient's Secret
- Threaten to reveal Governor'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) (30 lines of game script)
is_available = government_has_mechanic = administrative
trigger_if = {
limit = {
is_ai = yes
}
influence > massive_influence_value
}
top_liege != this
top_liege ?= {
government_has_mechanic = administrative
}
is_shown = scope:secondary_recipient ?= {
is_governor = yes
top_liege ?= scope:actor.top_liege
NOR = {
this = scope:actor
this = scope:recipient
}
trigger_if = {
limit = {
top_liege = {
NAND = {
highest_held_title_tier >= tier_hegemony
government_has_flag = government_is_celestial
}
}
}
is_vassal_of = scope:recipient
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Can be sent when (is_valid…) (44 lines of game script)
scope:actor = {
NOR = {
is_at_war_with = scope:recipient
is_at_war_with = scope:secondary_recipient
}
}
scope:secondary_recipient = {
NOT = {
is_at_war_with = scope:recipient
}
}
scope:recipient = {
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
}
}
is_imprisoned = no
}
scope:secondary_recipient != scope:actor
custom_tooltip = {
text = demand_governor_removal_dominant_family_tt
scope:secondary_recipient.house ?= {
is_dominant_family = no
}
}
scope:actor = {
NAND = {
is_ai = yes
scope:recipient = {
has_character_flag = force_governor_resignation_ai_cooldown
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
Effects (on_send, on_accept, on_decline) (206 lines of game script)
on_send = scope:actor.top_liege = {
add_character_flag = {
flag = force_governor_resignation_ai_cooldown
months = 6
}
}
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = force_governor_resignation_accepted_toast
left_icon = scope:secondary_recipient
right_icon = scope:recipient
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
}
}
}
if = {
limit = {
scope:criminal_secret_secondary_recipient = yes
}
scope:actor = {
random_known_secret = {
limit = {
secret_owner = scope:secondary_recipient
is_criminal_for = scope:secondary_recipient
can_be_exposed_by = scope:actor
NOT = {
is_known_by = scope:recipient
}
}
reveal_to = scope:recipient
disable_exposure_by = scope:actor
}
}
}
scope:secondary_recipient ?= {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = forced_my_resignation_opinion
}
}
progress_towards_rival_effect = {
REASON = rival_forced_my_resignation_reason
CHARACTER = scope:actor
OPINION = default_rival_opinion
}
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:secondary_recipient
TITLE = scope:secondary_recipient.primary_title
}
every_house_member = {
custom = custom.every_house_member_secondary_recipient
limit = {
is_ai = yes
this != scope:secondary_recipient
}
add_opinion = {
target = scope:actor
modifier = forced_my_house_members_resignation_opinion
}
}
}
}
governor_resignation_title_transfer_effect = yes
}
}
if = {
limit = {
scope:influence = yes
}
change_influence = massive_influence_loss
}
}
on_decline = scope:secondary_recipient ?= {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = attempted_force_my_resignation_opinion
}
add_opinion = {
target = scope:recipient
modifier = blocked_my_resignation_opinion
}
}
custom_tooltip = demanded_my_resignation_blocked_house_tt
hidden_effect = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = force_governor_resignation_vetoed_toast
left_icon = scope:secondary_recipient
right_icon = scope:recipient
scope:secondary_recipient = {
send_interface_toast = {
type = event_toast_effect_good
title = force_governor_resignation_vetoed_toast
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
change_influence = medium_influence_loss
}
house ?= {
every_house_member = {
custom = custom.every_house_member_secondary_recipient
limit = {
is_ai = yes
NOR = {
this = scope:secondary_recipient
this = scope:actor
this = scope:recipient
}
}
if = {
limit = {
NOT = {
scope:actor.house ?= scope:secondary_recipient.house
}
}
add_opinion = {
target = scope:actor
modifier = attempted_force_my_house_members_resignation_opinion
}
}
if = {
limit = {
NOT = {
scope:recipient.house ?= scope:secondary_recipient.house
}
}
add_opinion = {
target = scope:recipient
modifier = blocked_my_house_members_resignation_opinion
}
}
}
}
}
}
}
}
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = force_governor_resignation_declined_toast
left_icon = scope:secondary_recipient
right_icon = scope:recipient
scope:recipient = {
title_revocation_stress_effect = {
VASSAL = scope:secondary_recipient
}
if = {
limit = {
has_realm_law_flag = vassal_refusal_is_treason
}
add_opinion = {
target = scope:secondary_recipient
modifier = treasonous_revoke_refusal
}
}
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
}
}
}
}
}
}As written in game/common/character_interactions/06_ep3_interactions.txt.
- Category
- Candidacy
- Cost: Influence
- varies
- Cooldown
- 5 years
- In the menu
- under More…
- ID
force_governor_removal_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.