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

Siphon Treasury (Scheme)

No costAccepted automatically

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:
    • Is landed
    • One of these

      • and = { ai_greed >= 100 ai_honor < 0 }
      • or

        Treasury less than 0
    • None of these

The character you target

To send it

  • Treasury more than 0

To see it in the menu

  • Has Treasury
  • One of these

    • Is landed
    • or

      All of these

      • Their liege:
        • All of these

          • Holds China
          • Government is Celestial
          • Their government has the government uses ministry budget flag
      • One of these

  • top_liege ?= scope:actor.top_liege

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.

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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_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 Siphon Gold from the Treasury scheme
    • 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 Siphon Gold from the Treasury scheme
    • 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 Siphon Gold from the Treasury scheme
    • 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 }
  • 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 target is you

    Then

    • Convert embezzlement stake tooltip Treasury monthly into Gold

    Otherwise

    • Convert embezzlement stake tooltip Treasury into Gold or your own Treasury
  • If

    • The character you target: Holds China

    Then

    Else if

    • You: Holds China

    Then

  • 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).

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