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Stratagems

Game version: 1.32a

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Library table: Stratagems (ID 373)  ·  S&S Editor slot: 8  ·  Template: 8 strategems.csv

Defines Stratagems (action cards). This is the main card table; target viability lives in "Stratagem Target Logic" and effects in "Stratagem Fx vs AI" (and the PBEM-only "Fx vs Human"). A card is generated when its Org IF Logic (col 6) passes, weighted by col 9, in the phase set by col 12.

Scope & logic

stratagem scope (see Logic Scopes — what's available where).

Logic-bearing columns (build-time scope-checked): org_if, target_if, weight_set

Columns

Column names + count are read from the live template (the game's own headers); descriptions are curated.

Col Name Description
0 Card ID Card ID (S&S id), auto-assigned.
1 Name Card name — keep short to fit the card.
2 PP Cost PP cost to play (FP if a Fate card). 0 = free.
3 Event Picture Event-picture id for the card illustration.
4 Text Card text — one or two short sentences.
5 Org ID Org Type ID whose director executes the stratagem. Values: 1 = Economic Council; 2 = Military Research; 13 = Model Design; 14 = Staff; 18 = Secret Service; 30 = Foreign Affairs; 31 = Interior; 32 = Supreme; 33 = Applied Science; 61 = Airforce Research
6 Org IF Logic Org IF Logic — if blank or >0 the card can be generated; <1 blocks it.
7 Target Type Target Type — what the player selects as the card's target. Values: 0 = national / own regime (no target pick); 1 = Regime; 2 = Zone; 3 = HQ; 4 = Leader; 5 = Unit
8 Target IF Logic Target IF Logic — viability check for the selected target (current template; the S&S doc mislabels this as mouse-over text).
9 Weight SET Logic Weight SET Logic — a number (or logic returning one) for the chance the card is produced when eligible. Blank = cannot be produced.
10 BP Cost Points cost to produce one copy. If Category 11, put a Regime Feat ID here ($-wrapped if from your library).
11 Category Category — subtab placement and card kind. Values: 1 = Major Diplomatics; 2 = Minor Diplomatics; 3 = Covert Ops; 4 = National (Fate/no pick) + Human Resources & Tax; 5 = Tariffs; 6 = Postures (Fate, target HQ); 7 = Zones (Fate, target zone); 8 = Leaders (Fate, pick leader); 9 = Units (in game) / Fate cards (in this table); 10 = Ancient Treasures (assigned to 4/6/7/8/9 by target); 11 = Faction Stratagem; 999 = disabled
12 Phase Phase that generates the card (points pool used). Values: 0 = Free cards; 1 = Diplomacy (major); 2 = Spy; 3 = Sales Tax; 4 = Tariffs; 5 = HR; 6 = Diplomacy (minor); 7 = Postures; 8 = Active Field Ops; 9 = Fate; 999 = not used in any phase
13 UseHuman UseHuman — 0 = always use AI Fx even vs a human target; 1 = use Human Fx table when the target regime is human (then you must fill both Fx tables).
14 New Col
15 New Col
16 New Col
17 New Col
18 New Col
19 AllowPlayOnSelf Allow play on self — 1 lets the playing leader target themselves.

Notes


This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.