CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

cap_schemes_and_fire_reminders_effect

cap_schemes_and_fire_reminders_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 11359 (102 lines). No parameters.

cap_schemes_and_fire_reminders_effect is a scripted effect in Crusader Kings III, written at line 11359 of its file. It takes no parameters: cap_schemes_and_fire_reminders_effect = yes. The game's script calls it in 62 places, among them Abduct (scheme), Abduct Foe (scheme) and Ambush Travelers (scheme). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Stop schemes from overflowing with opportunities forever + tell the player when they should do something.

What it does

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (102 lines of game script)
cap_schemes_and_fire_reminders_effect = {
	if = {
		limit = {
			scheme_agent_charges >= opportunity_cap_value
			scheme_success_chance >= max_scheme_success_chance
		}
		if = {
			limit = {
				scheme_owner = {
					is_ai = no
					NOR = {
						has_character_flag = scheme_critical_moments.0011
						has_variable = opportunities_reminder
					}
				}
			}
			scheme_owner = {
				add_character_flag = currently_in_scheme_reminder
				# supress the 'variable is used but is never set' error, the flag is set through code with the cooldown effect on the event, smh!
				if = {
					limit = {
						always = no
					}
					add_character_flag = scheme_critical_moments.0011
				}
			}
			switch = {
				trigger = scheme_type
				murder = {
					murder_scheme_prep_effect = yes
				}
				abduct = {
					abduct_scheme_prep_effect = yes
				}
				challenge_status = {
					challenge_status_scheme_prep_effect = yes
				}
				claim_throne = {
					claim_throne_scheme_prep_effect = yes
				}
				depose = {
					depose_scheme_prep_effect = yes
				}
				overthrow_regent = {
					overthrow_regent_scheme_prep_effect = yes
				}
				expand_power_base = {
					expand_power_base_scheme_prep_effect = yes
				}
				fabricate_hook = {
					fabricate_hook_scheme_prep_effect = yes
				}
				generate_claim = {
					generate_claim_scheme_prep_effect = yes
				}
				promote = {
					promote_scheme_prep_effect = yes
				}
				slander = {
					slander_scheme_prep_effect = yes
				}
				steal_back_artifact = {
					steal_back_artifact_scheme_prep_effect = yes
				}
				seize_realm = {
					seize_realm_scheme_prep_effect = yes
				}
				found_despotate = {
					found_despotate_scheme_prep_effect = yes
				}
				raid_estate = {
					raid_estate_scheme_prep_effect = yes
				}
				prepare_fire_dromons_scheme = {
					prepare_fire_dromons_scheme_prep_effect = yes
				}
				steal_herd = {
					steal_herd_scheme_prep_effect = yes
				}
				celestial_siphon_treasury = {
					celestial_siphon_treasury_prep_effect = yes
				}
				disbelieve_mandala = {
					disbelieve_mandala_scheme_prep_effect = yes
				}
				coerce_tributary = {
					coerce_tributary_scheme_prep_effect = yes
				}
			}
		}
		# If the player hasn't been reminded once, tell them that their scheme has hit max opportunities.
		scheme_owner = {
			if = {
				limit = {
					is_ai = no
					NOT = { has_variable = opportunities_reminder }
				}
				trigger_event = scheme_critical_moments.0011
			}
		}
	}
}

As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls cap_schemes_and_fire_reminders_effect.

Schemes (62)

  • Abduct
  • Abduct Foe
  • Ambush Travelers
  • Boundary Dispute
  • Burn Property
  • Challenge Status
56 more
  • Claim Throne
  • Coerce Contribution
  • Coerce Tributary
  • Collect Taxes
  • Conduct Census
  • Confidence Trickster
  • Create Work of Learning
  • Disbelieve Mandala
  • Do a Passage of Arms
  • Elevate Governorship
  • Expand Power Base
  • Fabricate Hook
  • Find Secrets
  • Flog Talismans
  • Generate Claim
  • Heist Treasury
  • Hired Muscle
  • Hobnob with Ruler
  • Hunt Criminals
  • Impersonate Tax Collector
  • Improve Ruler Reputation
  • Improvised Spycraft
  • Information Leveraging
  • Intimidation Tactics
  • Legal Interpretation
  • Leverage Contribution
  • Mediate on Behalf
  • Minister: Find Secrets
  • Mug Wealthy Citizenry
  • Murder
  • Murder Foe
  • Open Dialogue
  • Overthrow Regent
  • Perform in a Play
  • Prepare Greek Fire Dromons
  • Prison Break
  • Promote
  • Promote Movement Power
  • Protect the Innocent
  • Raid Estate
  • Raise Building
  • Regale Court
  • Rescue a Fair Subject
  • Rustle Animals
  • Seize Realm
  • Seize Throne
  • Settle Boundary Dispute
  • Settle Theological Disputes
  • Siphon Gold from the Treasury
  • Slander
  • Slander Movement Power
  • Solicit Charity
  • Steal Artifact
  • Steal Herd
  • Subsume Governorship
  • Transcribe Texts

Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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