
Major decision · Major Decisions
Create Cadet Branch
It may be time for my family to abandon the legacy of the House … and carve its own path in history, with me as the head of this new branch of our great dynasty.
Requirements
The lines the game itself shows for this decision's conditions:
- You must have at least 1 living Child
- You must not be Vassal or below of a direct descendant
- You are not third or closer in the line of succession for one of your House Head's Titles
Shown to a character when (is_shown) (17 lines of game script)
highest_held_title_tier > tier_barony
government_allows = rulers_should_have_dynasty
is_house_head = no
NOR = {
AND = {
has_council_position = councillor_court_chaplain
rite ?= {
rite_has_doctrine = doctrine_theocracy_temporal
}
}
AND = {
tgp_is_in_ceremonial_house_trigger = yes
has_tgp_dlc_trigger = yes
}
}
exists = house.house_head
is_playable_character = yesAs written in game/common/decisions/00_dynasty_decisions.txt.
Can be taken when (is_valid) (121 lines of game script)
is_adult = yes
government_allows = create_cadet_branches
custom_tooltip = {
text = create_cadet_branch_decision_living_children
any_child = {
count >= 1
is_alive = yes
house ?= root.house
}
}
custom_tooltip = {
text = create_cadet_branch_decision_liege_is_descendant
any_liege_or_above_is_descendant = no
}
trigger_if = {
limit = {
government_has_flag = government_is_clan
}
top_liege = this
}
trigger_else_if = {
limit = {
government_allows = noble_families
}
trigger_if = {
limit = {
is_ai = yes
top_liege = house.house_head.top_liege
}
NOT = {
is_close_or_extended_family_of = house.house_head
}
custom_description = {
text = create_cadet_branch_decision_succession_line
house.house_head = {
NOT = {
any_held_title = {
place_in_line_of_succession = {
target = root
value <= 3
}
}
}
}
}
highest_held_title_tier >= main_administrative_tier
}
}
trigger_else = {
custom_description = {
text = create_cadet_branch_decision_succession_line
house.house_head = {
NOT = {
any_held_title = {
place_in_line_of_succession = {
target = root
value <= 3
}
}
}
}
}
}
trigger_if = {
limit = {
government_is_japanese_trigger = no
NOT = {
government_has_flag = government_is_feudal
}
}
NOT = {
target_is_liege_or_above = house.house_head
}
}
trigger_if = {
limit = {
is_male = yes
}
trigger_if = {
limit = {
OR = {
is_married = yes
rite = {
rite_has_doctrine = doctrine_gender_female_dominated
}
}
}
patrilinear_marriage = yes
}
}
trigger_else = {
trigger_if = {
limit = {
OR = {
is_married = yes
rite = {
rite_has_doctrine = doctrine_gender_male_dominated
}
}
}
matrilinear_marriage = yes
}
}
trigger_if = {
limit = {
has_trait = devoted
}
NOT = {
has_trait = devoted
}
}
trigger_if = {
limit = {
has_trait = bastard
}
NOT = {
has_trait = bastard
}
}
is_available_adult = yes
is_playable_character = yesAs written in game/common/decisions/00_dynasty_decisions.txt.
Effects
The effect has no text of its own in the files; its script is below.
Effect (35 lines of game script)
house.house_head ?= {
save_scope_as = old_head
}
if = {
limit = {
has_tgp_dlc_trigger = yes
culture = {
OR = {
has_cultural_pillar = language_japonic
has_name_list = name_list_yamato
}
}
}
add_character_flag = found_cadet_branch
trigger_event = tgp_japan_decision.9001
show_as_tooltip = {
create_cadet_branch = {
save_scope_as = new_house
}
if = {
limit = {
government_allows = create_cadet_branches
}
create_noble_family_effect = {
GOVERNMENT_GIVER = scope:old_head
}
}
}
}
else = {
found_cadet_house_decision_effect = {
CHARACTER = root
PRESTIGE = major_prestige_gain
}
}As written in game/common/decisions/00_dynasty_decisions.txt.
Source: game/common/decisions/00_dynasty_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).