
Activity
Funeral
Funeral is an activity in Crusader Kings III for up to 40 guests. Its options: ceremonials (Humble Ceremonials, Dignified Ceremonials and Extravagant Ceremonials). Host intents: Mourn, Murder, Seduce, Befriend, Espouse Legitimacy and 1 more. Cooldown 5 years at base. Its cost script uses gold. It needs Legends of the Dead. Patch 1.20.0.3, from game/common/activities/activity_types/funeral.txt.
Quick answers (2)
- What do the funeral ceremonials options do in CK3?
- Humble Ceremonials: Minor Piety gain; Minor Legitimacy gain; Minor Stress loss. Dignified Ceremonials: Piety gain; Legitimacy gain; Stress loss. Extravagant Ceremonials: Major Piety gain; Major Legitimacy gain; Major Stress loss.
- How long is the funeral cooldown?
- 5 years: the base its cooldown value starts from (patch 1.20.0.3).
Assemble the weeping realm for a Funeral, a chance to give a proper sendoff to a venerated member of the nobility.
Ceremonials
Humble Ceremonials
- Minor Piety gain
- Minor Legitimacy gain
- Minor Stress loss
Death is not a time for garishness and pomp, it is a time to gather and offer our humble respects.
Dignified Ceremonials
- Piety gain
- Legitimacy gain
- Stress loss
Death has come to these halls, and now is the time to host an extravagant ceremony for the deceased.
Adds to the cost: gold
Extravagant Ceremonials
- Major Piety gain
- Major Legitimacy gain
- Major Stress loss
Death has come to a great person of the realm, do they not deserve everything that we can provide? No expense shall be spared for the funeral ceremony and all shall know of the great tragedy that has struck the realm.
Adds to the cost: gold
Host intents
MournThis is a time for mourning the dead, a critical time for demonstrating Piety.
MurderYou're focused on ending the life of your target. This often results in murder occasions and special options.
SeduceYou have one and only one thing in mind: seducing your target. This often leads to special events and options to fullfil that desire.
BefriendYou are set to gain your target's favor. This often leads to friendly events and options.
Espouse LegitimacyYou intend to use this gathering as a means to promote your Legitimacy.
Evangelize TenetYou want to preach your Personal Tenet to receptive guests, that they may adopt it as their own, increasing Tenet Popularity.
Guest intents
MournThis is a time for mourning the dead, a critical time for demonstrating Piety.
MurderYou're focused on ending the life of your target. This often results in murder occasions and special options.
SeduceYou have one and only one thing in mind: seducing your target. This often leads to special events and options to fullfil that desire.
BefriendYou are set to gain your target's favor. This often leads to friendly events and options.
Espouse LegitimacyYou intend to use this gathering as a means to promote your Legitimacy.
Evangelize TenetYou want to preach your Personal Tenet to receptive guests, that they may adopt it as their own, increasing Tenet Popularity.
Phases
- ……
- ……
Where it plays out
The event backgrounds this activity uses; the game picks one by the place's culture and the moment.
- You have not selected a body to bury
- You must have had a recent bereavement
Who can host it (is_shown) (11 lines of game script)
highest_held_title_tier > tier_barony
is_landed_or_landless_administrative_or_theocratic = yes
trigger_if = {
limit = {
is_ai = yes
}
is_at_war = no
short_term_gold >= funeral_activity_cost
}
has_ce1_dlc_trigger = yes
ai_activity_coronation_check = yesAs written in game/common/activities/activity_types/funeral.txt.
Cost (102 lines of game script)
gold = {
add = {
value = 0
add = {
value = funeral_activity_cost
desc = funeral_activity_cost_desc
}
add = {
value = funeral_activity_cost
multiply = activity_cost_scale_by_era
subtract = funeral_activity_cost
desc = activity_cost_scale_by_era_desc
}
if = {
limit = {
scope:province ?= {
OR = {
has_building_or_higher = holy_site_cathedral_01
has_building_or_higher = holy_site_mosque_01
has_building_or_higher = holy_site_pagan_grand_temple_01
has_building_or_higher = holy_site_indian_grand_temple_01
has_building_or_higher = holy_site_other_grand_temple_01
has_building_or_higher = tower_of_silence_01
has_building_or_higher = holy_site_buddhist_grand_temple_01
has_building_or_higher = holy_site_japanese_temple_01
has_building_or_higher = holy_site_chinese_temple_01
has_building_or_higher = holy_site_se_asia_pagan_temple_01
}
}
}
add = {
value = funeral_activity_cost
multiply = activity_cost_scale_by_era
multiply = funeral_activity_cost_increase_max
desc = funeral_cost_increase_great_temple
}
}
if = {
limit = {
root.rite ?= {
rite_has_parameter = mummification_funeral
}
}
add = {
value = funeral_activity_cost
multiply = activity_cost_scale_by_era
desc = funeral_cost_increase_mummification
}
}
else_if = {
limit = {
root.rite ?= {
rite_has_parameter = cremation_funeral
}
}
subtract = {
value = funeral_activity_cost
multiply = activity_cost_scale_by_era
multiply = funeral_activity_cost_discount_max
desc = funeral_cost_discount_cremation
}
}
if = {
limit = {
OR = {
domicile ?= {
has_domicile_parameter = estate_cheaper_funeral_cost
}
scope:province ?= {
any_province_domicile = {
has_domicile_parameter = ecclesiastical_cheaper_funeral_cost
owner.rite = root.rite
}
}
}
}
subtract = {
value = funeral_activity_cost
multiply = activity_cost_scale_by_era
multiply = estate_cheaper_funeral_cost_value
desc = estate_cheaper_funeral_cost_desc
}
}
if = {
limit = {
confederation ?= {
has_cohesion_level_parameter = any_member_activity_cost_reduced
}
}
multiply = {
value = 0.9
desc = CB_COHESION_PARAMETER_DISCOUNT
}
}
}
if = {
limit = {
has_title = title:e_minister_of_revenue
}
multiply = 0.85
}
}As written in game/common/activities/activity_types/funeral.txt.
Source: game/common/activities/activity_types/funeral.txt, common/activities/intents and the English localisation, Crusader Kings III 1.20.0.3. Option texts are the game's own; costs are shown as the script the game evaluates.











