flavor_dlh.34 德里苏丹国大维齐尔与恒河平原开发
时间范围: 1350.1.1 - 1400.1.1 (每月 2% 概率)
触发条件:
- 国家为德里苏丹国 (DLH)。
- 在
doab_area地区,至少有 1% 的地块满足以下任一条件:- 地块所有者为触发国。
- 地块不可被拥有 (
is_ownable = no)。
- 内阁中至少有一位人物拥有变量
dlh_grand_vizier。
关键效果:
- 选项 A (flavor_dlh.34.a):
- 对
doab_area地区内,触发国拥有的、人口排名前三的三个地块 (target_location,target_location2,target_location3) 分别执行以下操作:- 增加
development_mild_bonus发展度。 - 如果该地块已拥有
irrigation_systems(灌溉系统) 建筑:- 以 1.5 倍成本 (
peasants_expensive_sponsorship) 再次建造irrigation_systems建筑。
- 以 1.5 倍成本 (
- 如果该地块未拥有
irrigation_systems建筑:- 增加
prosperity_mild_bonus繁荣度。 - 地块所有者 (触发国) 支付一笔费用,金额为其月贸易与税收收入 (
monthly_income_trade_and_tax),但最高不超过 200 金币。
- 增加
- 增加
- 对
- 选项 B (flavor_dlh.34.b):
- 对
doab_area地区内,触发国拥有的、人口排名前三的三个地块 (target_location,target_location2,target_location3) 分别执行以下操作:- 增加
prosperity_mild_penalty繁荣度 (即减少繁荣度)。
- 增加
- 对
背景介绍:
此事件模拟了德里苏丹国时期,拥有“大维齐尔”头衔的宫廷重臣对恒河平原核心农业区 (doab_area) 的开发与管理决策。选项代表了国家是选择投入资源(包括可能的重复建设)以促进该地区的长期发展与繁荣,还是选择忽视管理,导致地方经济衰退。
完整事件代码:
flavor_dlh.34 = {
type = country_event
title = flavor_dlh.34.title
desc = flavor_dlh.34.desc
illustration_tags = {
10 = exterior
10 = regular
}
dynamic_historical_event = {
tag = DLH
from = 1350.1.1
to = 1400.1.1
monthly_chance = 2
}
fire_only_once = yes
trigger = {
area:doab_area = {
any_location_in_area = {
percent = 1
OR = {
owner ?= root
is_ownable = no
}
}
}
any_cabinet_character ?= {
has_variable = dlh_grand_vizier
}
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
random_cabinet_character ?= {
limit = {
has_variable = dlh_grand_vizier
}
save_scope_as = target_character
}
area:doab_area = {
ordered_location_in_area = {
order_by = population
limit = {
owner ?= root
}
position = 0
save_scope_as = target_location
}
ordered_location_in_area = {
order_by = population
limit = {
owner ?= root
}
position = 1
save_scope_as = target_location2
}
ordered_location_in_area = {
order_by = population
limit = {
owner ?= root
}
position = 2
save_scope_as = target_location3
}
}
}
option = {
name = flavor_dlh.34.a
scope:target_location = {
change_development = development_mild_bonus
if = {
limit = {
has_building = building_type:irrigation_systems
}
construct_building = {
building_type = building_type:irrigation_systems
cost_multiplier = 1.5
cost_multiplier_reason = peasants_expensive_sponsorship
}
}
else = {
change_prosperity = prosperity_mild_bonus
owner ?= {
add_gold = {
value = root.monthly_income_trade_and_tax
max = 200 #We do not want it to cost a lot for no gain
multiply = -1
}
}
}
}
scope:target_location2 = {
change_development = development_mild_bonus
if = {
limit = {
has_building = building_type:irrigation_systems
}
construct_building = {
building_type = building_type:irrigation_systems
cost_multiplier = 1.5
cost_multiplier_reason = peasants_expensive_sponsorship
}
}
else = {
change_prosperity = prosperity_mild_bonus
owner ?= {
add_gold = {
value = root.monthly_income_trade_and_tax
max = 200 #We do not want it to cost a lot for no gain
multiply = -1
}
}
}
}
scope:target_location3 = {
change_development = development_mild_bonus
if = {
limit = {
has_building = building_type:irrigation_systems
}
construct_building = {
building_type = building_type:irrigation_systems
cost_multiplier = 1.5
cost_multiplier_reason = peasants_expensive_sponsorship
}
}
else = {
change_prosperity = prosperity_mild_bonus
owner ?= {
add_gold = {
value = root.monthly_income_trade_and_tax
max = 200 #We do not want it to cost a lot for no gain
multiply = -1
}
}
}
}
}
option = {
name = flavor_dlh.34.b
scope:target_location = {
change_prosperity = prosperity_mild_penalty
}
scope:target_location2 = {
change_prosperity = prosperity_mild_penalty
}
scope:target_location3 = {
change_prosperity = prosperity_mild_penalty
}
}
}