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flavor_dlh.62 波斯地区贵族流亡者

时间范围:无明确起止日期(动态事件) 触发概率:无明确 monthly_chance 设置(由触发条件动态判定)

触发条件

事件在满足以下所有条件时可能触发:

  • 玩家国家(root边境300单位距离内存在一个国家。
  • 该国家位于 波斯地区(persia_region)
  • 该国家的统治者拥有家族(dynasty)
  • 该国存在至少一位非继承人、且非统治者近亲的家族成员

关键效果

事件提供两个选项:

  • 选项 A (flavor_dlh.62.a)

    • AI倾向:通常选择此选项,但当国家黄金储备超过6个月的贸易与税收总收入时,AI绝不会选择。
    • 效果
      1. 国家黄金减少3个单位
      2. 目标人物(target_character加入玩家国家
      3. 目标国家(target_country触发后续事件 flavor_dlh.63
  • 选项 B (flavor_dlh.62.b)

    • AI倾向:通常选择此选项,但当国家黄金储备少于或等于6个月的贸易与税收总收入时,AI绝不会选择。
    • 效果
      1. 如果国家拥有社会价值观“外向 vs 内向(outward_vs_inward)”,则将该价值观小幅向右(外向)移动
      2. 否则,国家获得少量威望(prestige_weak_bonus)

背景介绍

在动荡的波斯地区,邻近国家的统治家族内部时常出现权力斗争或纷争,导致一些拥有合法血统但非直接继承人的贵族成员流亡海外。他们携带的声望、人脉乃至潜在的宣称权,对于周边国家而言既是机遇也是风险。玩家国家可能会遇到这样一位寻求庇护的贵族,是花费资源接纳他,以期获得政治资本并可能激怒其母国,还是谨慎拒绝以维护现状或彰显某种国家原则,需要统治者做出抉择。

完整事件代码

flavor_dlh.62 = {
	type = country_event
	title = flavor_dlh.62.title
	desc = flavor_dlh.62.desc

	trigger = {
		region:persia_region = {
			any_present_country = {
				"border_distance_to(root)" < 300
				ruler ?= {
					has_dynasty = yes
				}
				any_character = {
					dynasty ?= prev.ruler.dynasty
					is_heir = no
					NOT = { is_close_relative = prev.ruler }
				}
			}
		}
	}

	illustration_tags = {
		10 = regular
		10 = exterior
	}

	immediate = {
		event_illustration_poptype_effect = { foreground = pop_type:nobles background = pop_type:soldiers }
		save_scope_as = from_country
		region:persia_region = {
			random_present_country = {
				limit = {
					"border_distance_to(root)" < 300
					ruler ?= {
						has_dynasty = yes
					}
					any_character = {
						dynasty ?= prev.ruler.dynasty
						is_heir = no
						NOT = { is_close_relative = prev.ruler }
					}
				}
				random_character = {
					limit = {
						dynasty ?= prev.ruler.dynasty
						is_heir = no
						NOT = { is_close_relative = prev.ruler }
					}
					save_scope_as = target_character
				}
				save_scope_as = target_country
				event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:nobles_estate }
			}
		}
	}

	option = {
		name = flavor_dlh.62.a

		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				gold > {
					value = monthly_income_trade_and_tax
					multiply = 6
				}
			}
		}
		
		change_gold_effect = { scale = -3 }
		scope:target_character = {
			move_country = ROOT
		}
		scope:target_country = {
			trigger_event_non_silently = {
				id = flavor_dlh.63
			}
		}
	}

	option = {
		name = flavor_dlh.62.b

		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				gold <= {
					value = monthly_income_trade_and_tax
					multiply = 6
				}
			}
		}
	
		if = {
			limit = {
				has_societal_value = societal_value_type:outward_vs_inward
			}
			change_societal_value = {
				type = outward_vs_inward
				value = societal_value_minor_move_to_right
			}
		}
		else = {
			add_prestige = prestige_weak_bonus
		}
	}
}