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

Promote Movement Power (Scheme)

No costAccepted automatically

Try to temporarily increase the recipient's Personal Movement Power or … Movement's Movement Power

What you need

You

To send it

  • can_start_scheme = { type = celestial_movement_power_promote target_character = scope:recipient }

To see it in the menu

  • If played by the AI:
  • Dynastic Cycle › Any participant group:
    • NOT = { participant_group_type = hegemon_ruler }
    • NOT = { participant_group_type = other_rulers }
    • participant_group_has_character = scope:actor
  • Dynastic Cycle › Any participant group:
    • NOT = { participant_group_type = hegemon_ruler }
    • NOT = { participant_group_type = other_rulers }
    • participant_group_has_character = scope:recipient

Promote Movement Power (Scheme) is a diplomatic character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/10_tgp_interactions.txt.

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Quick answers (1)
Will the AI accept Promote Movement Power (Scheme)?
Yes: it is accepted automatically.

Will they accept?

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

What happens

Effects

  • If

    • The option “agent focus success” is chosen

    Then

    • Start the Promote Movement Power scheme against the target
    • The new scheme:
      • add_agent_slot = agent_proponent
      • add_agent_slot = agent_sycophant
      • add_agent_slot = agent_eunuch
      • add_agent_slot = agent_intermediary
      • add_agent_slot = agent_herald
      • 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 Promote Movement Power scheme against the target
    • The new scheme:
      • add_agent_slot = agent_bureaucrat
      • add_agent_slot = agent_political_socialite
      • add_agent_slot = agent_gabbler
      • add_agent_slot = agent_herald
      • add_agent_slot = agent_sycophant
      • 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 Promote Movement Power scheme against the target
    • The new scheme:
      • add_agent_slot = agent_proponent
      • add_agent_slot = agent_sycophant
      • add_agent_slot = agent_eunuch
      • add_agent_slot = agent_gabbler
      • add_agent_slot = agent_herald
      • 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

    Then

    • The new scheme:
      • add_scheme_progress = { value = scheme_progress_gain multiply = 3 }
  • Stress and fulfillment impact: by trait: Content +40
  • If

    • Has the target as nemesis

    Then

    • Stress and fulfillment impact: -65

    Else if

    • Has the target as rival

    Then

    • Stress and fulfillment impact: -30

• 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) (38 lines of game script)
is_available = exists = var:movement_power
trigger_if = {
	limit = {
		is_ai = yes
	}
	NOR = {
		has_trait = arrogant
		has_trait = deceitful
		has_trait = disloyal
		has_title = title:h_china
	}
	NOT = {
		any_scheme = {
			is_scheme_category = political
		}
	}
}
is_shown = scope:recipient = {
	exists = var:movement_power
}
situation:dynastic_cycle ?= {
	any_participant_group = {
		NOR = {
			participant_group_type = hegemon_ruler
			participant_group_type = other_rulers
		}
		participant_group_has_character = scope:actor
	}
}
situation:dynastic_cycle ?= {
	any_participant_group = {
		NOR = {
			participant_group_type = hegemon_ruler
			participant_group_type = other_rulers
		}
		participant_group_has_character = scope:recipient
	}
}

As written in game/common/character_interactions/10_tgp_interactions.txt.

Can be sent when (is_valid…) (7 lines of game script)
scope:actor = {
	can_start_scheme = {
		type = celestial_movement_power_promote
		target_character = scope:recipient
	}
}

As written in game/common/character_interactions/10_tgp_interactions.txt.

Effects (on_send, on_accept, on_decline) (72 lines of game script)
on_accept = scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = celestial_movement_power_promote
		left_icon = scope:actor
		right_icon = scope:recipient
		if = {
			limit = {
				scope:agent_focus_success ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = celestial_movement_power_promote
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_proponent
				AGENT_2 = agent_sycophant
				AGENT_3 = agent_eunuch
				AGENT_4 = agent_intermediary
				AGENT_5 = agent_herald
			}
		}
		else_if = {
			limit = {
				scope:agent_focus_speed ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = celestial_movement_power_promote
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_bureaucrat
				AGENT_2 = agent_political_socialite
				AGENT_3 = agent_gabbler
				AGENT_4 = agent_herald
				AGENT_5 = agent_sycophant
			}
		}
		else = {
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = celestial_movement_power_promote
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_proponent
				AGENT_2 = agent_sycophant
				AGENT_3 = agent_eunuch
				AGENT_4 = agent_gabbler
				AGENT_5 = agent_herald
			}
		}
	}
	education_5_scheme_progress_effect = {
		SKILL = diplomacy
	}
	stress_and_fulfillment_impact = {
		content = medium_stress_impact_gain
	}
	if = {
		limit = {
			has_relation_nemesis = scope:recipient
		}
		stress_and_fulfillment_impact = {
			base = major_stress_impact_loss
		}
	}
	else_if = {
		limit = {
			has_relation_rival = scope:recipient
		}
		stress_and_fulfillment_impact = {
			base = medium_stress_impact_loss
		}
	}
}

As written in game/common/character_interactions/10_tgp_interactions.txt.

Category
Diplomatic actions
Again on the same character
after 3 years
Starts the scheme
Promote Movement Power
In the menu
under More…
ID
celestial_movement_power_promote_interaction

Source: game/common/character_interactions/10_tgp_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. “…” marks words the game fills in at play time (a name, a title).

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