CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

  1. Default

    Default

    After founding a Rite, a Faith waits 3 to 18 years before founding another.

    default_branched_rite_frequency

  2. 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_frequency in game/common and game/events, by the top-level object it sits in.

    less_branched_rite_frequency

  3. 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_frequency in game/common and game/events, by the top-level object it sits in.

    much_less_branched_rite_frequency

  4. 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_frequency in game/common and game/events, by the top-level object it sits in.

    none_branched_rite_frequency

  5. 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_frequency in game/common and game/events, by the top-level object it sits in.

    much_more_branched_rite_frequency

  6. 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_frequency in 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.

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