Interaction · Hostile actions
Disbelieve Mandala (Scheme)
Attempt to disbelieve the recipient, potentially damaging their Legitimacy, Piety and wreaking havoc among their Subjects
What you need
You
To send it
can_start_scheme = { type = disbelieve_mandala target_character = scope:recipient }If
a check the game hides
Then
- Your house: Has the house check as house head
To see it in the menu
- Your Government uses the Mandala Capital Temple Complex Great Project and Great Building
- If played by the AI:
- Your house:
has_house_head_parameter = unlock_disbelieve_mandala_scheme
If
a check the game hides
Then
- Your house: Has the house check as house head
primary_title.tier >= tier_countyNone of these
- Any scheme:
is_scheme_category = hostile
- Any scheme:
- Your house:
The character you target
To send it
- Does not have a Strong Hook on you
To see it in the menu
- Government uses the Mandala Capital Temple Complex Great Project and Great Building
Disbelieve Mandala (Scheme) is a hostile character interaction in Crusader Kings III. The character you target needs: Does not have a Strong Hook on you. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/tgp_east_asia_interactions.txt.
Quick answers (2)
- What are the requirements for Disbelieve Mandala (Scheme) in CK3?
- The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- Will the AI accept Disbelieve Mandala (Scheme)?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- Start the Disbelieve Mandala scheme against the target
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (22 lines of game script)
is_available = government_has_flag = government_is_mandala
trigger_if = {
limit = {
is_ai = yes
}
house ?= {
has_house_head_parameter = unlock_disbelieve_mandala_scheme
}
is_house_head = yes
primary_title.tier >= tier_county
NOT = {
any_scheme = {
is_scheme_category = hostile
}
}
}
is_shown = scope:actor = {
this != scope:recipient
}
scope:recipient = {
government_has_flag = government_is_mandala
}As written in game/common/character_interactions/tgp_east_asia_interactions.txt.
Can be sent when (is_valid…) (12 lines of game script)
scope:actor = {
can_start_scheme = {
type = disbelieve_mandala
target_character = scope:recipient
}
is_house_head = yes
}
scope:recipient = {
NOT = {
has_strong_hook = scope:actor
}
}As written in game/common/character_interactions/tgp_east_asia_interactions.txt.
Effects (on_send, on_accept, on_decline) (13 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = disbelieve_mandala_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = disbelieve_mandala
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}As written in game/common/character_interactions/tgp_east_asia_interactions.txt.
- Category
- Hostile actions
- Starts the scheme
- Disbelieve Mandala
- In the menu
- main list
- ID
start_disbelieve_mandala_interaction
Source: game/common/character_interactions/tgp_east_asia_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.