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¶
-
Cols 14-18 are blank in the current template; the S&S doc's meanings for them are unverified (see corrections).
-
Stratagem logic runs in a non-story 'stratagem' scope (see Logic Scopes — what's available where) — ZONEID/ZONEKEY are not available.
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.