Unofficial fan reference · game files of Crusader Kings III 1.20.0.3 “Crozier”
CK3 Database

Decision · Administrative Decisions

Change State Rite

Institute a new State Rite for …

Reforming the State Rite is a bold move. Reshaping the … spiritual tradition to match my vision... It will undoubtedly redefine the realm's identity and my legacy as ….

Requirements

The game shows no text of its own for these conditions; the script is below.

Shown to a character when (is_shown) (4 lines of game script)
government_allows = state_faith
exists = primary_title.state_rite
rite != primary_title.state_rite
has_ep3_dlc_trigger = yes

As written in game/common/decisions/dlc_decisions/ep3_decisions.txt.

Can be taken when (is_valid) (5 lines of game script)
government_allows = state_faith
NOT = {
	rite ?= top_liege.primary_title.state_rite
}
is_available = yes

As written in game/common/decisions/dlc_decisions/ep3_decisions.txt.

Effects

The effect has no text of its own in the files; its script is below.

Effect (117 lines of game script)
hidden_effect = {
	primary_title.state_rite = {
		save_scope_as = old_rite
	}
	root.rite = {
		save_scope_as = new_rite
	}
	create_character_memory = {
		type = changed_state_faith_memory
	}
	scope:new_memory = {
		set_variable = {
			name = old_rite
			value = scope:old_rite
		}
		set_variable = {
			name = new_rite
			value = scope:new_rite
		}
		set_variable = {
			name = old_faith
			value = scope:old_rite.faith
		}
		set_variable = {
			name = new_faith
			value = scope:new_rite.faith
		}
		set_variable = {
			name = title
			value = root.primary_title
		}
	}
}
primary_title = {
	set_state_rite = root.rite
	pam_tenet_popularity_boost_rite_effect = {
		RITE = state_rite
	}
}
capital_county = {
	set_county_rite = root.rite
}
every_vassal = {
	custom = vassals_change_state_faith
	limit = {
		opinion = {
			target = root
			value >= 30
		}
		rite != root.rite
		NOT = {
			has_vassal_stance = zealot
		}
		is_ai = yes
		is_adult = yes
		NOT = {
			faith.religious_head ?= this
		}
		pam_is_antipope_trigger = no
	}
	hidden_effect = {
		rite = {
			save_scope_as = old_rite
		}
		root.rite = {
			save_scope_as = new_rite
		}
		create_character_memory = {
			type = adopted_state_faith_memory
		}
		scope:new_memory = {
			set_variable = {
				name = old_rite
				value = scope:old_rite
			}
			set_variable = {
				name = new_rite
				value = scope:new_rite
			}
			set_variable = {
				name = old_faith
				value = scope:old_rite.faith
			}
			set_variable = {
				name = new_faith
				value = scope:new_rite.faith
			}
			set_variable = {
				name = title
				value = root.primary_title
			}
		}
	}
	set_character_rite_with_conversion = root.rite
}
save_scope_as = root_scope
every_vassal = {
	vassal_stance = zealot
	limit = {
		rite != root.rite
	}
	custom = every_zealot_vassal
	add_opinion = {
		target = root
		modifier = changed_state_faith_opinion
		opinion = -30
	}
}
every_vassal = {
	limit = {
		is_ai = no
	}
	trigger_event = {
		id = ep3_emperor_yearly.2300
		days = 1
	}
}

As written in game/common/decisions/dlc_decisions/ep3_decisions.txt.

Source: game/common/decisions/dlc_decisions/ep3_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3. “…” marks words the game fills in at play time (a name, a faith, a title).