
Game rule · AI · Faith
Branched Rite Frequency
Branched Rite Frequency is a game rule in Crusader Kings III (AI and Faith) with 6 settings: Default (the default), Less Often, Much Less Often, None, Much More Often and More Often. None of its settings disables achievements. Patch 1.20.1.2, from game/common/game_rules/00_game_rules.txt.
This section as JSON: /raw/game-rules.json
Quick answers (2)
- What is the default Branched Rite Frequency game rule in CK3?
- Default: After founding a Rite, a Faith waits 3 to 18 years before founding another. (patch 1.20.1.2)
- Does changing the Branched Rite Frequency rule disable achievements?
- No: none of its 6 settings carries the flag blocks_achievements in patch 1.20.1.2.
6 settings
Default
DefaultAfter founding a Rite, a Faith waits 3 to 18 years before founding another.
default_branched_rite_frequency
Less Often
The wait rises to 5 to 27 years.
The script checks it 4 times, in 4 places
Script values 4
- rite_growth_fallback_cooldown_days
- rite_growth_heresy_cooldown_days
- rite_growth_max_cooldown_years
- rite_growth_min_cooldown_years
Every
has_game_rule = less_branched_rite_frequencyin game/common and game/events, by the top-level object it sits in.less_branched_rite_frequency
Much Less Often
The wait rises to 8 to 45 years.
The script checks it 4 times, in 4 places
Script values 4
- rite_growth_fallback_cooldown_days
- rite_growth_heresy_cooldown_days
- rite_growth_max_cooldown_years
- rite_growth_min_cooldown_years
Every
has_game_rule = much_less_branched_rite_frequencyin game/common and game/events, by the top-level object it sits in.much_less_branched_rite_frequency
None
Faiths no longer found new Rites as they grow, though heresy outbreaks still can.
The script checks it 2 times, in 2 places
On actions (the game's own hooks) 2
- faith_rite_additional_growth_chance_pulse
- faith_rite_growth_pulse
Every
has_game_rule = none_branched_rite_frequencyin game/common and game/events, by the top-level object it sits in.none_branched_rite_frequency
Much More Often
The wait falls to 1 to 8 years.
The script checks it 4 times, in 4 places
Script values 4
- rite_growth_fallback_cooldown_days
- rite_growth_heresy_cooldown_days
- rite_growth_max_cooldown_years
- rite_growth_min_cooldown_years
Every
has_game_rule = much_more_branched_rite_frequencyin game/common and game/events, by the top-level object it sits in.much_more_branched_rite_frequency
More Often
The wait falls to 2 to 12 years.
The script checks it 4 times, in 4 places
Script values 4
- rite_growth_fallback_cooldown_days
- rite_growth_heresy_cooldown_days
- rite_growth_max_cooldown_years
- rite_growth_min_cooldown_years
Every
has_game_rule = more_branched_rite_frequencyin game/common and game/events, by the top-level object it sits in.more_branched_rite_frequency
Source: game/common/game_rules/00_game_rules.txt line 693 (key branched_rite_frequency), modifiers from game/common/modifiers, names from the English localisation; Crusader Kings III 1.20.1.2.