CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Candidacy

Request Retirement

variesInfluenceAccepted automatically in some cases; otherwise the AI weighs it

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

      Else if

      • The target’s top liege:
        • has_realm_law_flag = celestial_retirement_age_3

      Then

      Else if

      • The target’s top liege:
        • has_realm_law_flag = celestial_retirement_age_2

      Then

      Else if

      • The target’s top liege:
        • has_realm_law_flag = celestial_retirement_age_1

      Then

      Else if

      • The target’s top liege:
        • has_realm_law_flag = celestial_retirement_age_0

      Then

      Else if

      • The target’s top liege:
        • has_realm_law_flag = celestial_retirement_age_5

      Then

      Otherwise

  • Also needed: not imprisoned

The other character

To send it

  • Is not at war with the target

To see it in the menu

  • Is a Governor
  • top_liege ?= scope:actor.top_liege
  • If

    Then

    • Is a vassal of the target

Which character you can pick

  • Is a Governor
  • Your house:
    • is_dominant_family = no
  • Any held 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.

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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:

  • If

    Then

    • They use their Hook on …

    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.

ReasonAmount
Base-50
Weak Hook used
when
+30
Exerting Influence (based on your Level of Influence)
when
  • The option “influence” is chosen
varies
Using the recipient's Secret
when
  • The option “criminal secret recipient” is chosen
+50
Using the other character's Secret
when
  • The option “criminal secret secondary recipient” is chosen
+50
The other character's Governor Efficiencyvaries
The other character is of their House
when
  • The other character’s dynasty is the target’s
  • The other character’s house is not the target’s
  • None of these

    • The other character: Is close family of the target
-30
The other character is of their House
when
  • The other character’s house is the target’s
  • None of these

    • The other character: Is close family of the target
-50
The other character is their Close Family
when
  • The other character: Is close family of the target
-70
The other character is their Councillor
when
-15
The other character is their Spouse
when
  • The character you target: Is the other character’s spouse
-25
The other character is their Friend
when
  • The character you target: Has the other character as friend
-30
The other character is their Rival
when
  • The character you target: Has the other character as rival
+25
Target House is a Powerful Family
when
  • The other character’s house:
    • is_powerful_family = yes
-20
Your House is a Powerful Family
when
  • Your house:
    • is_powerful_family = yes
+20
Your House is a Dominant Family
when
  • Your house:
    • is_dominant_family = yes
+30
Target House is a Dominant Family
when
  • The other character’s house:
    • is_dominant_family = yes
-30
The recipient's House member in Line
when
  • The other character:
    • house != scope:recipient.house
    • Any held title:
      • current_heir ?= { is_close_family_of = scope:recipient this != scope:recipient }
+30
Their opinion of the other character × -0.5varies
Their opinion of you × 0.5varies
The recipient is above the official Retirement Agevaries
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:recipient
        • is_criminal_for = scope:recipient
        • can_be_exposed_by = scope:actor
      • disable_exposure_by = scope:actor
  • If

    • The option “criminal secret secondary recipient” is chosen

    Then

    • You › One random known secret:
      • Where:
        • secret_owner = scope:secondary_recipient
        • is_criminal_for = scope:secondary_recipient
        • can_be_exposed_by = scope:actor
        • Is not known by the target
      • reveal_to = scope:recipient
      • disable_exposure_by = scope:actor
  • The other character:
    • If played by the AI: Opinion: Forced My Resignation
    • If

      • The target char: Highest held Title is more than Barony Rank
      • One of these

        • Highest held Title is at most Barony Rank
        • or

          highest_held_title_tier <= { value = scope:target_char.highest_held_title_tier subtract = 3 }
      • None of these

        • Is family of the target char
        • Is the target char’s consort
        • Any heir title:
          • tier >= { value = scope:target_char.highest_held_title_tier subtract = 2 }

      Then

      • If

        • Does not have the target char as grudge

        Then

        • If a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)

          Otherwise

        Otherwise

        • Opinion: Grudge Exacerbated (-20)

      Else if

      • Has the target char as potential rival
      • Is an Adult
      • The target char: Is an Adult
      • 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

      Then

      • If a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)

        Otherwise

      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:
      • If

        a check the game hides

        Then

        • If

          a check the game hides

          Then

          • impact_house_relation = { target = scope:other_house steps = scope:steps description = house_relation_reason_forced_resignation_desc }
        • Every member of House …:
          • Where: Is played by the AI
          • Opinion: Forced House Member's Resignation
    • force_step_down_landed_titles = yes
  • If

    • The option “influence” is chosen

    Then

    • Influence -150

If they refuse

  • The other character:
    • If played by the AI:
      • Opinion: Attempted to Force My Resignation
      • Opinion: Vetoed My Resignation
    • All members of House … will gain and lose Opinion
  • The character you target:
    • If

      • None of these

        • exists = scope:administrative_revocation
        • has_revoke_title_reason = scope:secondary_recipient
        • If

          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

          • Their rite: The rite has Revoking titles from Sinful Vassals does not incur Tyranny
          • The other character:
            • num_sinful_traits = { value > 0 target = prev.rite }
        • All of these

          • The other character:
            • NOT = { vassal_contract_has_flag = religiously_protected }
          • One of these

            • All of these

              • Their rite: The rite has Can revoke landed titles from Evil infidels without incurring Tyranny
              • Their faith:
                • faith_hostility_level = { target = scope:secondary_recipient.faith value = faith_evil_level }
            • or

              All of these

              • Their rite: The rite has Can revoke landed titles from Hostile and Evil infidels without incurring Tyranny
              • Their faith:
                • faith_hostility_level = { target = scope:secondary_recipient.faith value >= faith_hostile_level }

      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

      • has_realm_law_flag = vassal_refusal_is_treason

      Then

    • If

      • The option “criminal secret recipient” is chosen

      Then

      • You › One random known secret:
        • Where:
          • secret_owner = scope:recipient
          • is_criminal_for = scope:recipient
          • can_be_exposed_by = scope:actor
        • expose_secret = scope:actor

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.

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