CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

game_rule_create_spouse_and_children

game_rule_create_spouse_and_children = { CHARACTER = … LOCATION = … }

game/common/scripted_effects/00_game_rule_effects.txt, line 5 (390 lines). Parameters: $CHARACTER$, $LOCATION$.

game_rule_create_spouse_and_children is a scripted effect in Crusader Kings III, written at line 5 of its file. A call passes 2 parameters: CHARACTER and LOCATION. The game's script calls it in 5 places, among them Far From Home (event yearly.1090), game_rule.1001 (event) and event_0101_spawn_criminal_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_game_rule_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
game_rule_create_spouse_and_children = {
	$CHARACTER$ = {
		#If not married, create spouse
		if = {
			limit = {
				is_married = no
			}
			create_character = {
				dynasty = none
				location = $LOCATION$.location
				culture = $CHARACTER$.culture
				faith = $CHARACTER$.faith
				rite = $CHARACTER$.rite
				gender_female_chance = $CHARACTER$.marriage_gender_adjusted_female_chance
				age = $CHARACTER$.age
				save_scope_as = spouse
			}

			if = {
				limit = { is_male = yes }
				marry = scope:spouse
			}
			else = {
				marry_matrilineal = scope:spouse
			}
			if = {
				limit = {
					has_trait = nomadic_philosophy
				}
				scope:spouse = {
					add_trait = nomadic_philosophy
				}
			}
			if = {
				limit = {
					NOT = { exists = scope:spouse.employer }
					$LOCATION$ = { is_ruler = yes }
				}
				$LOCATION$ = { add_courtier = scope:spouse }
			}
		}
		else = {
			primary_spouse = { save_scope_as = spouse }
		}

		if = {
			limit = { is_male = yes }
			save_scope_as = father
			scope:spouse = {
				if = {
					limit = {
						is_female = yes
					}
					save_scope_as = mother
				}
			}
		}
		else = {
			save_scope_as = mother
			scope:spouse = {
				if = {
					limit = {
						is_male = yes
					}
					save_scope_as = father
				}
			}
		}

		#Create child 1 (mother age 17+)
		if = {
			limit = {
				exists = scope:mother
				scope:mother.age >= 17
			}
			if = { #Do we have a father saved?
				limit = {
					exists = scope:father
				}
				create_character = {
					location = $LOCATION$.location
					culture = $CHARACTER$.culture
					faith = $CHARACTER$.faith
					rite = $CHARACTER$.rite
					gender_female_chance = {
						if = {
							limit = {
								is_ruler = yes
								$CHARACTER$ = { has_realm_law = male_only_law }
							}
							value = 0
						}
						else_if = {
							limit = {
								is_ruler = yes
								$CHARACTER$ = { has_realm_law = female_only_law }
							}
							value = 100
						}
						else = {
							value = 50
						}
					}
					age = {
						value = scope:mother.age
						subtract = 17
					}
					father = scope:father
					mother = scope:mother
					dynasty = inherit
					save_scope_as = child_1
				}
			}
			else = { #If we don't have a father we generate a child without
				create_character = {
					location = $LOCATION$.location
					culture = $CHARACTER$.culture
					faith = $CHARACTER$.faith
					rite = $CHARACTER$.rite
					gender_female_chance = {

As written in game/common/scripted_effects/00_game_rule_effects.txt.

The first 120 of its 390 lines; the rest is in game/common/scripted_effects/00_game_rule_effects.txt from line 5.

Where it is used

Every place in common/, events/ and history/ that calls game_rule_create_spouse_and_children.

Events (2)

Scripted effects inside an event file (1)

  • event_0101_spawn_criminal_effect

On actions (the game's own hooks) (1)

  • on_game_start_with_tutorial

Scripted effects (1)

Source: game/common/scripted_effects/00_game_rule_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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