
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 = yesAs 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).