Interaction · Religious actions
Seek Absolution
Travel to your Head of Faith and beg to have your Excommunication lifted.
What you need
You
To send it
- Is played by a person
- Your Faith has a current Head of Faith
If
a check the game hides
Then
NOT = { religious_head_or_challenger = this }NOT = { is_at_war_with = religious_head_or_challenger }religious_head_or_challenger = { save_temporary_scope_as = hof is_imprisoned = no }- You are already petitioning …
- Has the Trait: Excommunicated
- Does not have the Modifier: Recent Excommunication
- Does not have the Modifier: Promised Pilgrimage
Also needed: not imprisoned
To see it in the menu
religious_head_or_challenger ?= scope:recipient
Seek Absolution is a religious character interaction in Crusader Kings III. You need: Is played by a person, Is not imprisoned, Your Faith has a current Head of Faith and 3 more. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/11_petition_head_of_faith_interactions.txt.
Quick answers (2)
- What are the requirements for Seek Absolution in CK3?
- You: Is played by a person, Is not imprisoned, Your Faith has a current Head of Faith, Has the Trait: Excommunicated, Does not have the Modifier: Recent Excommunication and Does not have the Modifier: Promised Pilgrimage. (patch 1.20.1.2)
- Will the AI accept Seek Absolution?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- You will travel to … and formally petition … to lift your Excommunication
- You:
- Otherwise:
If
Not all of these
- Their rite: The rite has Primary Defenders pay no Piety to Excommunicate same-Faith Attackers
- You: Has the opinion “Declared War” of the other character
Then
add_piety = { value = 0 subtract = major_piety_value }
If
default_location = var:pending_petition_head_of_faith_recipient.capital_province
Then
Otherwise
- Sets out on a journey (a travel plan)
- Otherwise:
Options when sending
- Use a Hook
Events it fires: petition_head_of_faith.9000
• 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) (5 lines of game script)
is_shown = scope:actor = {
petition_head_of_faith_religious_authority_is_trigger = {
CHARACTER = scope:recipient
}
}As written in game/common/character_interactions/11_petition_head_of_faith_interactions.txt.
Can be sent when (is_valid…) (16 lines of game script)
scope:actor = {
petition_head_of_faith_repentance_available_trigger = yes
NOT = {
has_character_modifier = promised_pilgrimage_to_clergy_modifier
}
}
trigger_if = {
limit = {
NOT = {
scope:repentance_hook = yes
}
}
scope:actor = {
piety >= major_piety_value
}
}As written in game/common/character_interactions/11_petition_head_of_faith_interactions.txt.
Effects (on_send, on_accept, on_decline) (6 lines of game script)
on_accept = custom_tooltip = petition_head_of_faith_repentance_setup_interaction_accept_tt
petition_head_of_faith_prepare_petition_effect = {
TYPE = repentance
HOOK = repentance_hook
PIETY_VALUE = major_piety_value
}As written in game/common/character_interactions/11_petition_head_of_faith_interactions.txt.
- Category
- Religious actions
- In the menu
- no (opened from elsewhere)
- ID
petition_head_of_faith_repentance_setup_interaction
Source: game/common/character_interactions/11_petition_head_of_faith_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.