Interaction · Hostile actions
Siphon Treasury (Scheme)
A Hostile Scheme to extract Gold out of the … Treasury
What you need
You
To send it
None of these
- You: Is at war with the target
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 …
scope:target ?= scope:recipient.primary_title
To see it in the menu
- You have Treasury
- If played by the AI:
The character you target
To send it
- Treasury more than 0
To see it in the menu
Which title you can pick
scope:target ?= scope:recipient.primary_title
Siphon Treasury (Scheme) is a hostile character interaction in Crusader Kings III. The character you target needs: Treasury more than 0. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/10_tgp_interactions.txt.
Quick answers (2)
- What are the requirements for Siphon Treasury (Scheme) in CK3?
- The character you target: Treasury more than 0. (patch 1.20.1.2)
- Will the AI accept Siphon Treasury (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 Siphon Gold from the Treasury scheme
- 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 Siphon Gold from the Treasury scheme
- 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 Siphon Gold from the Treasury scheme
- 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 Siphon Gold from the Treasury scheme
- 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: Golden Sovereign
Then
- The new scheme:
add_scheme_progress = { value = scheme_progress_gain multiply = 3 }
If
- The target is not you
Then
- 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 }
If
- The character you target: Holds China
Then
If
title:h_china.holder ?= scope:recipient- Any character situation:
situation:dynastic_cycle ?= this- The current phase counts “Governor Embezzlement Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Governor Embezzlement Dynastic Cycle Catalyst”
Else if
- You: Holds China
Then
- You:
If
- Has Legitimacy
- Is landed
- Is a ruler
- Highest held Title is at least County Rank
- Your government is not a Theocratic-type Government
- Your government is not unplayable
Then
- Loses 50 Legitimacy
If
None of these
One of these
- … (more in the script below)
- … (more in the script below)
• 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) (33 lines of game script)
is_available = has_treasury = yes
trigger_if = {
limit = {
is_ai = yes
}
is_landed = yes
OR = {
and = {
ai_greed >= 100
ai_honor < 0
}
treasury < 0
}
NOR = {
ai_honor >= 25
has_trait = generous
has_trait = content
has_trait = honest
has_trait = loyal
any_scheme = {
is_scheme_category = hostile
}
has_trait = just
}
}
is_shown = scope:recipient = {
has_treasury = yes
OR = {
is_landed = yes
tgp_is_any_minister = yes
}
top_liege ?= scope:actor.top_liege
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Can be sent when (is_valid…) (27 lines of game script)
scope:recipient = {
treasury > 0
}
NOT = {
scope:actor = {
is_at_war_with = scope:recipient
}
}
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
}
}
scope:actor = {
custom_description = {
text = character_interactions_hostile_actions_disabled_delay
NOT = {
has_character_flag = flag_hostile_actions_disabled_delay
}
}
}As written in game/common/character_interactions/10_tgp_interactions.txt.
Effects (on_send, on_accept, on_decline) (160 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = siphon_treasury_notification
left_icon = scope:recipient
right_icon = scope:target
if = {
limit = {
scope:agent_focus_success ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = celestial_siphon_treasury
TARGET_TYPE = target_title
TARGET_SCOPE = scope:recipient.primary_title
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 = celestial_siphon_treasury
TARGET_TYPE = target_title
TARGET_SCOPE = scope:recipient.primary_title
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 = celestial_siphon_treasury
TARGET_TYPE = target_title
TARGET_SCOPE = scope:recipient.primary_title
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 = celestial_siphon_treasury
TARGET_TYPE = target_title
TARGET_SCOPE = scope:recipient.primary_title
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 = stewardship
}
if = {
limit = {
scope:recipient != scope:actor
}
ep3_actor_scheme_modifier_effect = yes
}
if = {
limit = {
exists = scope:new_scheme
}
scope:new_scheme = {
set_variable = {
name = embezzlement_stake
value = 0
}
set_variable = {
name = embezzlement_stake_initial
value = scope:recipient.treasury_siphoned_value
}
}
}
else = {
save_scope_as = scheme_owner
scope:recipient = {
save_scope_as = scheme_target
}
save_scope_value_as = {
name = embezzlement_stake_tooltip
value = scope:recipient.treasury_siphoned_value
}
}
if = {
limit = {
scope:recipient = scope:actor
}
custom_tooltip = celestial_siphon_treasury_gain_gold_tt
}
else = {
custom_tooltip = celestial_siphon_treasury_gain_gold_or_treasury_tt
}
show_as_tooltip = {
if = {
limit = {
scope:recipient = {
has_title = title:h_china
this != scope:actor
}
}
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:recipient
CATALYST = catalyst_governor_embezzlement
}
}
else_if = {
limit = {
scope:actor = {
has_title = title:h_china
}
}
scope:actor = {
add_legitimacy_effect = {
LEGITIMACY = minor_legitimacy_loss
}
}
}
}
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/10_tgp_interactions.txt.
- Category
- Hostile actions
- Again on the same character
- after 5 years
- Starts the scheme
- Siphon Gold from the Treasury
- In the menu
- main list
- ID
celestial_siphon_treasury_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).