flavor_eng.11 贝里克要塞化
时间范围:1337.1.1 - 1400.1.1,每月 1% 概率触发
触发条件:
- 国家处于和平状态(
at_war = no)。 - 国家拥有并控制贝里克地区(
location:berwick)。 - 贝里克地区尚未达到核心整合等级(
NOT = { integration_level = core })。 - 贝里克地区没有城堡建筑(
NOT = { has_building = building_type:castle })。 - 贝里克地区至少有一个相邻地区,其所有者是苏格兰(
owner = c:SCO)。
关键效果:
-
选项 A:加固(历史选项)
- 在贝里克地区建造一座城堡(
construct_building = building_type:castle)。 - 大幅提升贝里克地区的控制度(
change_control = control_severe_bonus)。 - 对贝里克地区施加“要塞化”的敌对情绪效果(
drop_antagonism_bomb,modifier = antagonism_fortifying)。
- 在贝里克地区建造一座城堡(
-
选项 B:发展经济
- 国家损失少量金钱(
change_gold_effect = { scale = -2 })。 - 小幅提升贝里克地区的繁荣度(
change_prosperity = prosperity_weak_bonus)。 - 如果贝里克地区的整合等级为“已征服”(
integration_level = conquered),则将其提升至“已整合”(change_integration_level = integrated)。
- 国家损失少量金钱(
-
选项 C:任其衰败
- 小幅降低贝里克地区的繁荣度(
change_prosperity = prosperity_weak_penalty)。
- 小幅降低贝里克地区的繁荣度(
背景介绍: 在百年战争初期(1337-1453年),英格兰与苏格兰在北部边境的紧张局势持续不断。贝里克作为关键的边境城镇,其战略地位至关重要。英格兰统治者面临抉择:是投入资源将其建设为坚固的前线堡垒,以威慑苏格兰并巩固统治;还是优先发展当地经济,通过繁荣来稳定民心;抑或是暂时搁置,承担边境防御薄弱的风险。
完整事件代码:
flavor_eng.11 = {
type = country_event
title = flavor_eng.11.title
desc = flavor_eng.11.desc
fire_only_once = yes
dynamic_historical_event = {
tag = ENG
tag = GBR
from = 1337.1.1
to = 1400.1.1
monthly_chance = 1
}
trigger = {
at_war = no
location:berwick = {
owner = root
controller = root
NOT = { integration_level = core }
NOT = { has_building = building_type:castle }
any_neighbor_location = {
has_owner = yes
owner = c:SCO
}
}
}
illustration_tags = {
10 = regular
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:burghers_estate background = estate_type:burghers_estate }
location:berwick = {
save_scope_as = target_location
}
}
# fortify
option = {
name = flavor_eng.11.a
historical_option = yes
scope:target_location = {
construct_building = {
building_type = building_type:castle
}
change_control = control_severe_bonus
}
drop_antagonism_bomb = {
target = scope:target_location
modifier = antagonism_fortifying
}
}
# improve economy
option = {
name = flavor_eng.11.b
change_gold_effect = { scale = -2 }
scope:target_location = {
change_prosperity = prosperity_weak_bonus
if = {
limit = { integration_level = conquered }
change_integration_level = integrated
}
}
}
# leave it to rot
option = {
name = flavor_eng.11.c
scope:target_location = {
change_prosperity = prosperity_weak_penalty
}
}
historical_info = flavor_eng.11.historical_info
}