flavor_eng.182 哈德逊湾公司贸易站
时间范围:无明确 from 和 to 日期限制,事件在满足条件后每月有基础概率触发(具体概率取决于游戏动态历史系统,未在代码中直接指定 monthly_chance)。
触发条件:
- 事件类型为国家事件。
- 触发条件未在代码顶层
trigger字段中明确定义,通常由游戏动态历史系统根据全局条件判断。
关键效果:
- 选项 A (历史选项):
- 触发条件:玩家已发现詹姆斯湾低地区域,且该区域内存在一个符合以下条件的沿海乡村定居点:未被海外贸易站建筑覆盖。
- 效果:
- 对目标宗主国(
target_root_country)产生轻微不满意见。 - 损失 6 倍规模的金币。
- 在詹姆斯湾低地区域内,按人口排序,为最多 8 个符合条件的沿海、产毛皮的乡村定居点各建造 1 级海外贸易站(建筑所有者为玩家)。
- 显示自定义提示
flavor_eng.182.tt1。
- 对目标宗主国(
- 选项 B:
- 效果:获得针对目标宗主国(
scope:target_root_country)的“破坏贸易”宣战理由。
- 效果:获得针对目标宗主国(
- 选项 C:
- 触发条件:玩家未发现詹姆斯湾低地区域内的任何乡村定居点。
- 效果:
- 损失 3 倍规模的金币。
- 发现詹姆斯湾低地区域。
背景介绍: 该事件模拟了历史上哈德逊湾公司(Hudson’s Bay Company)在北美北部,特别是詹姆斯湾(James Bay)和哈德逊湾周边地区建立毛皮贸易网络的关键时期。作为一家获得英国王室特许状的贸易公司,哈德逊湾公司通过与当地原住民建立贸易站来垄断利润丰厚的毛皮贸易,这常常引发与法国殖民势力及其盟友的竞争与冲突。事件中的选项反映了殖民者在此区域进行贸易扩张、应对竞争或进行初步探索的不同策略。
完整事件代码:
flavor_eng.182 = {
type = country_event
title = flavor_eng.182.title
desc = {
first_valid = {
triggered_desc = {
trigger = {
area:james_bay_lowlands_area = {
any_location_in_area = {
is_discovered_by = root
}
}
}
desc = flavor_eng.182.desc_james_bay_discovered
}
triggered_desc = {
trigger = { always = yes }
desc = flavor_eng.182.desc
}
}
}
illustration_tags = {
10 = regular
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:burghers_estate background = estate_type:burghers_estate }
area:lower_canada_area = {
random_location_in_area = {
limit = {
OR = {
owner ?= root
owner ?= { is_subject_of = root }
}
}
save_scope_as = target_location
}
}
}
option = {
name = flavor_eng.182.a
historical_option = yes
trigger = {
area:james_bay_lowlands_area = {
any_location_in_area = {
is_discovered_by = root
location_rank = location_rank:rural_settlement
is_coastal_within_range = yes
NOT = { has_building = building_type:overseas_trading_post }
}
}
}
add_opinion = {
target = scope:target_root_country
modifier = opinion_mildly_displeased
}
change_gold_effect = { scale = -6 }
area:james_bay_lowlands_area = {
ordered_location_in_area = {
limit = {
location_rank = location_rank:rural_settlement
is_coastal = yes
raw_material = goods:fur
is_coastal_within_range = yes
NOT = { has_building = building_type:overseas_trading_post }
}
order_by = population
max = 8
change_building_level_in_location = {
building = building_type:overseas_trading_post
value = 1
owner = root
}
}
}
custom_tooltip = flavor_eng.182.tt1
}
option = {
name = flavor_eng.182.b
add_casus_belli = { target = scope:target_root_country type = casus_belli:cb_disrupting_trade }
}
option = {
name = flavor_eng.182.c
trigger = {
NOT = {
area:james_bay_lowlands_area = {
any_location_in_area = {
is_discovered_by = root
location_rank = location_rank:rural_settlement
}
}
}
}
change_gold_effect = { scale = -3 }
discover_area = area:james_bay_lowlands_area
}
historical_info = flavor_eng.181.historical_info
}