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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_bombmodifier = antagonism_fortifying)。
  • 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)。
  • 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)。

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

}