CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Interaction · Hostile actions

Raid Estate (Scheme)

No costAccepted automatically

Attempt to raid the Estate of House …

What you need

You

To send it

  • Is an Adult
  • If a check the game hides passes: the same again (1 line)
    • Your house: Has the house check as house head
  • Is not an Independent Ruler
  • … must be House Head of a Noble Family
  • Government allows: noble families
  • … are the Ceremonial Monarch
  • If your Government is Celestial: … have less than 800 Movement Power (…)
  • The target’s house’s house head:
  • 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 …
  • Also needed: available (an adult, not in an army, not imprisoned, not incapable) · none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not busy in an Activity · not planning another Activity

To see it in the menu

  • Your domicile:
    • One of these

      • is_domicile_type = estate
      • or

        is_domicile_type = east_asian_estate
      • or

        is_domicile_type = japanese_manor
  • If played by the AI:
    • None of these

      • Any scheme: Is hostile
  • The target’s house’s house head:
    • Their domicile:
      • One of these

        • is_domicile_type = estate
        • or

          is_domicile_type = east_asian_estate
        • or

          is_domicile_type = japanese_manor
    • Is not an Independent Ruler
    • top_liege ?= scope:actor.top_liege
    • house != scope:actor.house

Raid Estate (Scheme) is a hostile character interaction in Crusader Kings III. You need: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy … and 4 more. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/06_ep3_scheme_interactions.txt.

for a guide, post or blog
Quick answers (2)
What are the requirements for Raid Estate (Scheme) in CK3?
You: Is available (an adult, not in an army, not imprisoned, not incapable), Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, You are currently busy …, You are already planning another Activity, Is an Adult, Is not an Independent Ruler and Government allows: noble families. (patch 1.20.1.2)
Will the AI accept Raid Estate (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

  • The character you target:
    • Members of House … may be killed, maimed, or imprisoned depending on your choices
    • A … Estate Domicile Building may be destroyed
    • If

      • Their domicile:
        • is_domicile_type = japanese_manor

      Then

      Otherwise

  • If

    • The option “agent focus success” is chosen

    Then

    • Start the Raid Estate scheme against the target
    • The new scheme:
      • add_agent_slot = agent_scout
      • add_agent_slot = agent_muscle
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_lookout
      • 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 Raid Estate scheme against the target
    • The new scheme:
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_footpad
      • add_agent_slot = agent_scout
      • add_agent_slot = agent_lookout
      • 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 Raid Estate scheme against the target
    • The new scheme:
      • add_agent_slot = agent_lookout
      • add_agent_slot = agent_alibi
      • add_agent_slot = agent_scout
      • 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 Raid Estate scheme against the target
    • The new scheme:
      • add_agent_slot = agent_scout
      • add_agent_slot = agent_muscle
      • add_agent_slot = agent_infiltrator
      • add_agent_slot = agent_footpad
      • add_agent_slot = agent_lookout
      • 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 }
  • The new scheme:
    • If

      • scope:actor = scope:actor.top_liege

      Then

      • add_scheme_modifier = { type = admin_emperor_scheme_modifier }

      Else if

      • Your house:
        • is_dominant_family = yes

      Then

      • add_scheme_modifier = { type = admin_dominant_family_scheme_modifier }

      Else if

      • Your house:
        • is_powerful_family = yes

      Then

      • add_scheme_modifier = { type = admin_powerful_family_scheme_modifier }
  • You may gain Gold
  • If

    • Has the target as rival

    Then

    • If discovered, you will become … Nemesis

    Otherwise

    • If discovered, you will become … Rival
  • If raid estate permission is not scope:recipient.house:
  • If

    • None of these

      • One of these

        • has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_sp_or_stress_loss
        • or

          has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_stress_loss

    Then

    • Stress and fulfillment impact: by trait: Content +40
  • If

    • Has the target as nemesis

    Then

    • Stress -65

    Else if

    • Has the target as rival

• 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) (21 lines of game script)
is_available = domicile ?= {
	domicile_is_estate_trigger = yes
}
trigger_if = {
	limit = {
		is_ai = yes
	}
	NOT = {
		any_scheme = {
			is_hostile = yes
		}
	}
}
is_shown = scope:recipient.house.house_head ?= {
	domicile ?= {
		domicile_is_estate_trigger = yes
	}
	is_independent_ruler = no
	top_liege ?= scope:actor.top_liege
	house != scope:actor.house
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Can be sent when (is_valid…) (28 lines of game script)
scope:actor = {
	is_available_adult = yes
	shared_raid_estate_participant_valid_trigger = yes
	trigger_if = {
		limit = {
			government_has_flag = government_is_celestial
			exists = var:movement_power
		}
		custom_tooltip = {
			text = actor_not_extremely_high_movement_power
			var:movement_power >= extremely_high_movement_power_value
		}
	}
}
scope:recipient.house.house_head ?= {
	shared_raid_estate_participant_valid_trigger = yes
}
trigger_if = {
	limit = {
		scope:actor = {
			has_variable = no_scheming_allowed_var
		}
	}
	custom_tooltip = {
		text = no_scheming_allowed_var_tt
		scope:actor.var:no_scheming_allowed_var != scope:recipient
	}
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Effects (on_send, on_accept, on_decline) (150 lines of game script)
on_send = scope: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:recipient = {
	custom_tooltip = raid_estate_kill_maim_imprison_house_members_tt
	custom_tooltip = raid_estate_destroy_buildings_tt
	if = {
		limit = {
			domicile ?= {
				is_domicile_type = japanese_manor
			}
		}
		custom_tooltip = raid_estate_house_modifier_tt_japan
	}
	else = {
		custom_tooltip = raid_estate_house_modifier_tt
	}
	random_held_title = {
		limit = {
			is_noble_family_title = yes
		}
		save_scope_as = target_title
	}
}
scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = start_raid_estate_notification
		left_icon = scope:recipient
		right_icon = scope:target_title
		if = {
			limit = {
				scope:agent_focus_success ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = raid_estate
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_scout
				AGENT_2 = agent_scout
				AGENT_3 = agent_muscle
				AGENT_4 = agent_infiltrator
				AGENT_5 = agent_lookout
			}
		}
		else_if = {
			limit = {
				scope:agent_focus_speed ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = raid_estate
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_infiltrator
				AGENT_2 = agent_infiltrator
				AGENT_3 = agent_footpad
				AGENT_4 = agent_scout
				AGENT_5 = agent_lookout
			}
		}
		else_if = {
			limit = {
				scope:agent_focus_secrecy ?= yes
			}
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = raid_estate
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_lookout
				AGENT_2 = agent_lookout
				AGENT_3 = agent_alibi
				AGENT_4 = agent_scout
				AGENT_5 = agent_infiltrator
			}
		}
		else = {
			begin_scheme_with_agents_effect = {
				SCHEME_TYPE = raid_estate
				TARGET_TYPE = target_character
				TARGET_SCOPE = scope:recipient
				AGENT_1 = agent_scout
				AGENT_2 = agent_muscle
				AGENT_3 = agent_infiltrator
				AGENT_4 = agent_footpad
				AGENT_5 = agent_lookout
			}
		}
	}
	education_5_scheme_progress_effect = {
		SKILL = intrigue
	}
	ep3_actor_scheme_modifier_effect = yes
	custom_tooltip = raid_estate_gain_coin_tt
	if = {
		limit = {
			has_relation_rival = scope:recipient
		}
		custom_tooltip = raid_estate_nemesis_relation_tt
	}
	else = {
		custom_tooltip = raid_estate_rival_relation_tt
	}
	if = {
		limit = {
			NOT = {
				var:raid_estate_permission ?= scope:recipient.house
			}
		}
		show_as_tooltip = {
			tgp_activate_catalyst_against_hegemon_effect = {
				HEGEMON = scope:recipient.top_liege
				CATALYST = catalyst_governor_raided_estate
			}
		}
	}
	if = {
		limit = {
			NOT = {
				sp_hostile_schemes_except_murder_no_stress_or_fulfillment_trigger = yes
			}
		}
		stress_and_fulfillment_impact = {
			content = medium_stress_impact_gain
		}
	}
	if = {
		limit = {
			has_relation_nemesis = scope:recipient
		}
		stress_impact = {
			base = major_stress_impact_loss
		}
	}
	else_if = {
		limit = {
			has_relation_rival = scope:recipient
		}
		stress_impact = {
			base = medium_stress_impact_loss
		}
	}
}

As written in game/common/character_interactions/06_ep3_scheme_interactions.txt.

Category
Hostile actions
Cooldown
5 years
Starts the scheme
Raid Estate
In the menu
under More…
ID
start_raid_estate_interaction

Source: game/common/character_interactions/06_ep3_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. “…” marks words the game fills in at play time (a name, a title).

Spotted a mistake on this page?