Interaction · Hostile actions
Raid Estate (Scheme)
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:
- Is an Adult
If
a check the game hides
Then
- Their 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
- … is the Ceremonial Monarch
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 = estateor
is_domicile_type = east_asian_estateor
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 = estateor
is_domicile_type = east_asian_estateor
is_domicile_type = japanese_manor
- Is not an Independent Ruler
top_liege ?= scope:actor.top_liegehouse != scope:actor.house
- Their domicile:
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.
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
Effects
- The character you target:
If
- The option “agent focus success” is chosen
Then
- Start the Raid Estate scheme against the target
- The new scheme:
add_agent_slot = agent_scoutadd_agent_slot = agent_muscleadd_agent_slot = agent_infiltratoradd_agent_slot = agent_lookoutIf
- 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_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_scoutadd_agent_slot = agent_lookoutIf
- 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_lookoutadd_agent_slot = agent_alibiadd_agent_slot = agent_scoutadd_agent_slot = agent_infiltratorIf
- 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_scoutadd_agent_slot = agent_muscleadd_agent_slot = agent_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_lookoutIf
- 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
- You: Has the Trait: Conniving Puppetmaster
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 raid estate permission is not scope:recipient.house:
If
title:h_china.holder ?= scope:recipient.top_liege- Any character situation:
situation:dynastic_cycle ?= this- The current phase counts “Governor Raided Estate Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Governor Raided Estate Dynastic Cycle Catalyst”
If
None of these
One of these
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_sp_or_stress_lossor
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).