CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Hostile actions

Murder (Scheme)

No costAccepted automatically

Attempt to murder the recipient

What you need

You

To send it

  • can_start_scheme = { type = murder target_character = scope:recipient }
  • If

    Then

  • If

    • You: Has “no scheming allowed var” (a variable the game's script sets)

    Then

    • You and … promised to not start Hostile Schemes against each other until …

To see it in the menu

  • The target is not you
  • Not all of these

    • Game rule set to “No Players”
    • You: Is played by a person
    • The character you target: Is played by a person
  • Not all of these

    • Game rule set to “No Player Families”
    • You: Is played by a person
    • The character you target:
      • One of these

        • Is played by a person
        • or

          Any close family member:
          • All of these

            • Is played by a person
            • this != scope:actor

The character you target

Murder (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/00_scheme_interactions.txt.

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Quick answers (2)
What are the requirements for Murder (Scheme) in CK3?
The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
Will the AI accept Murder (Scheme)?
Yes: it is accepted automatically.

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

When you send it

  • If

    Then

    • Spiritual fulfillment -10

Effects

  • If

    • NOT = { has_fulfillment_parameter = sp_murder_yields_no_sp_or_stress_loss }

    Then

    • Stress and fulfillment impact: by trait: Compassionate +80, Honest +40, Just +40
  • If

    • The option “agent focus success” is chosen

    Then

    • Start the Murder scheme against the target
    • The new scheme:
      • add_agent_slot = agent_assassin
      • add_agent_slot = agent_thug
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_alibi
      • If

        • The scheme launcher: Is played by the AI

        Then

        • auto_assign_scheme_agents = yes
      • If

        a check the game hides

        Then

        • expose_scheme_to = scope:scheme_launcher.puppeteer

    Else if

    • The option “agent focus speed” is chosen

    Then

    • Start the Murder scheme against the target
    • The new scheme:
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_footpad
      • add_agent_slot = agent_assassin
      • add_agent_slot = agent_alibi
      • If

        • The scheme launcher: Is played by the AI

        Then

        • auto_assign_scheme_agents = yes
      • If

        a check the game hides

        Then

        • expose_scheme_to = scope:scheme_launcher.puppeteer

    Else if

    • The option “agent focus secrecy” is chosen

    Then

    • Start the Murder scheme against the target
    • The new scheme:
      • add_agent_slot = agent_alibi
      • add_agent_slot = agent_lookout
      • add_agent_slot = agent_assassin
      • add_agent_slot = agent_infiltrator
      • If

        • The scheme launcher: Is played by the AI

        Then

        • auto_assign_scheme_agents = yes
      • If

        a check the game hides

        Then

        • expose_scheme_to = scope:scheme_launcher.puppeteer

    Otherwise

    • Start the Murder scheme against the target
    • The new scheme:
      • add_agent_slot = agent_assassin
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_footpad
      • add_agent_slot = agent_alibi
      • If

        • The scheme launcher: Is played by the AI

        Then

        • auto_assign_scheme_agents = yes
      • If

        a check the game hides

        Then

        • expose_scheme_to = scope:scheme_launcher.puppeteer
  • If feast events ewan 0001 bonus value is scope:recipient › One random scheme:
    • Where:
      • scheme_target_character = scope:recipient
    • add_scheme_modifier = { type = feast_learnt_habits_modifier }

• 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) (28 lines of game script)
is_shown = exists = scope:puppet_or_actor
scope:recipient != scope:puppet_or_actor
NAND = {
	has_game_rule = no_players_multiplayer_murder_schemes
	scope:actor = {
		is_ai = no
	}
	scope:recipient = {
		is_ai = no
	}
}
NAND = {
	has_game_rule = no_player_families_multiplayer_murder_schemes
	scope:actor = {
		is_ai = no
	}
	scope:recipient = {
		OR = {
			is_ai = no
			any_close_family_member = {
				AND = {
					is_ai = no
					this != scope:actor
				}
			}
		}
	}
}

As written in game/common/character_interactions/00_scheme_interactions.txt.

Can be sent when (is_valid…) (33 lines of game script)
scope:puppet_or_actor = {
	can_start_scheme = {
		type = murder
		target_character = scope:recipient
	}
}
scope:recipient = {
	NOT = {
		has_strong_hook = scope:puppet_or_actor
	}
}
trigger_if = {
	limit = {
		scope:puppet_or_actor = {
			has_government = landless_adventurer_government
		}
	}
	ep3_laamp_diplo_range_trigger = {
		TARGET = scope:recipient
		LAAMP = scope:puppet_or_actor
	}
}
trigger_if = {
	limit = {
		scope:puppet_or_actor = {
			has_variable = no_scheming_allowed_var
		}
	}
	custom_tooltip = {
		text = no_scheming_allowed_var_tt
		scope:puppet_or_actor.var:no_scheming_allowed_var != scope:recipient
	}
}

As written in game/common/character_interactions/00_scheme_interactions.txt.

Effects (on_send, on_accept, on_decline) (117 lines of game script)
on_send = scope:puppet_or_actor = {
	if = {
		limit = {
			OR = {
				has_character_modifier = pam_granted_indulgences_modifier
				has_character_modifier = pam_granted_indulgences_modifier_small
			}
		}
		change_spiritual_fulfillment = major_spiritual_fulfillment_loss
	}
}
on_accept = scope:puppet_or_actor = {
	if = {
		limit = {
			NOT = {
				has_fulfillment_parameter = sp_murder_yields_no_sp_or_stress_loss
			}
		}
		stress_and_fulfillment_impact = {
			compassionate = major_stress_impact_gain
			honest = medium_stress_impact_gain
			just = medium_stress_impact_gain
		}
	}
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = start_murder_interaction_notification
		left_icon = scope:puppet_or_actor
		right_icon = scope:recipient
		if = {
			limit = {
				scope:agent_focus_success ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = murder
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_assassin
				AGENT_2 = agent_assassin
				AGENT_3 = agent_thug
				AGENT_4 = agent_infiltrator
				AGENT_5 = agent_alibi
			}
		}
		else_if = {
			limit = {
				scope:agent_focus_speed ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = murder
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_infiltrator
				AGENT_2 = agent_infiltrator
				AGENT_3 = agent_footpad
				AGENT_4 = agent_assassin
				AGENT_5 = agent_alibi
			}
		}
		else_if = {
			limit = {
				scope:agent_focus_secrecy ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = murder
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_alibi
				AGENT_2 = agent_alibi
				AGENT_3 = agent_lookout
				AGENT_4 = agent_assassin
				AGENT_5 = agent_infiltrator
			}
		}
		else = {
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = murder
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_assassin
				AGENT_2 = agent_assassin
				AGENT_3 = agent_infiltrator
				AGENT_4 = agent_footpad
				AGENT_5 = agent_alibi
			}
		}
	}
	if = {
		limit = {
			var:feast_events_ewan_0001_bonus_value ?= scope:recipient
		}
		random_scheme = {
			type = murder
			limit = {
				scheme_target_character = scope:recipient
			}
			add_scheme_modifier = {
				type = feast_learnt_habits_modifier
			}
		}
		remove_variable = feast_events_ewan_0001_bonus_value
	}
}
if = {
	limit = {
		scope:is_puppet_action ?= yes
		scope:actor != scope:recipient
	}
	scope:actor = {
		send_interface_toast = {
			type = event_toast_effect_neutral
			title = start_murder_interaction_notification_puppeteer
			left_icon = scope:puppet_or_actor
			right_icon = scope:recipient
		}
	}
}

As written in game/common/character_interactions/00_scheme_interactions.txt.

Category
Hostile actions
Starts the scheme
Murder
In the menu
main list
ID
start_murder_interaction

Source: game/common/character_interactions/00_scheme_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.

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