Plenty of ways to do that. One easy way would be to make a basic event that automatically moves unwanted characters. Such as...
...just fire it from both on_avoided_imprison_fled_country and on_exiled on_actions, and that'll get rid of most newcomers. Not the auto-generated court fillers, though.Code:character_event = { id = <ID> is_triggered_only = yes hide_window = yes trigger = { #Add conditions as needed host = { ai = no } # Trigger only for characters in the player's court host = { NOT = { dynasty = ROOT } } #...all except dynasty members } immediate = { random_playable_ruler = { limit = { ai = yes religion_group = ROOT } ROOT = { move_character = PREV } #Moves the character to a random AI court. } } option = { name = OK } }
As for me, I handled them by making a new trait 'stranger', which allows any ruler (AI included) to manage new courtiers in various ways through decisions (welcome to court, banish, imprison or execute under certain conditions, etc), without suffering from normal penalties for e.g. banishing courtiers.
Thanks for the reply
For my issue, I ended up just sending them to somewhere else right before abdicating and killing them; I still get the messages (apparently they still come to me, but then instantly leave), so I'm not stuck with them