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flavor_fra.1134 马塞尔之死

时间范围:1358年7月1日 - 1360年1月1日(每月 25% 概率)

触发条件

  • 国家拥有变量 fra_marcel_opposes_the_crown
  • 国家拥有变量 marcel_reputation_ruined marcel_executed_by_crown
  • 存在一个活着的、拥有变量 is_etienne_marcel 的人物。

关键效果

  • 选项 A:他的野心将不再困扰王权(历史选项)
    • 触发条件:国家拥有变量 marcel_executed_by_crown
    • 效果
      • 执行 marcel_death_remove_effect
      • 市民阶层满意度大幅下降。
      • 国家统治者获得持续120个月的修正 fra_burghers_broken_by_marcel_death
  • 选项 B:与他达成的任何协议现在都无效
    • 触发条件
      • 国家拥有特权 fra_marcel_great_ordinance fra_marcel_compromise_ordinance
      • 国家拥有变量 marcel_executed_by_crown
    • 效果
      • 执行 marcel_death_remove_effect
      • 市民阶层满意度小幅下降。
      • 国家统治者获得持续120个月的修正 fra_burghers_broken_by_marcel_death
      • 移除变量 allowed_marcel_ordinancecompromise_marcel_ordinance
  • 选项 C:与他达成的任何协议现在都无效
    • 触发条件:国家拥有变量 marcel_executed_by_crown
    • 效果
      • 执行 marcel_death_remove_effect
      • 市民阶层和农民阶层满意度均大幅下降。
      • 移除变量 allowed_marcel_ordinancecompromise_marcel_ordinance

背景介绍: 该事件模拟了14世纪中叶法国巴黎商会会长艾蒂安·马塞尔的死亡。马塞尔是百年战争初期法国的一位重要政治人物,他领导了巴黎市民反抗王太子(未来的查理五世)的统治,试图推行改革以限制王权并扩大市民权利。他的结局充满争议,最终在1358年7月31日被刺杀。他的死标志着巴黎市民起义的失败和王室权威的重新巩固,但也加剧了社会各阶层间的紧张关系。

完整事件代码

flavor_fra.1134 = { # Marcel dies
	hide_portraits = yes
	type = country_event
	title = flavor_fra.1134.title
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					has_variable = marcel_reputation_ruined
				}
				desc = flavor_fra.1134.desc_a
			}
			triggered_desc = {
				trigger = {
					has_variable = marcel_executed_by_crown
				}
				desc = flavor_fra.1134.desc_b
			}
		}
	}
	fire_only_once = yes
	
	dynamic_historical_event = {
		tag = FRA
		from = 1358.7.1
		to = 1360.1.1
		monthly_chance = 25
	}

	illustration_tags = {
		10 = angry
		10 = exterior
	}

	trigger = { #
		has_variable = fra_marcel_opposes_the_crown
		OR = {
			has_variable = marcel_reputation_ruined
			has_variable = marcel_executed_by_crown
		}
		any_character = {
			is_alive = yes
			has_variable = is_etienne_marcel
		}
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:burghers_estate background = estate_type:burghers_estate }
		random_character = {
			limit = {
				is_alive = yes
				has_variable = is_etienne_marcel
			}
			save_scope_as = etienne_marcel
		}
		kill_character = {
			target = scope:etienne_marcel
			killer = ruler
			reason = self_defence # Guards 'attacked' him
		}
	}

	option = { # His ambition will no longer trouble the crown
		name = flavor_fra.1134.a
		historical_option = yes
		trigger = {
			NOT = { has_variable = marcel_executed_by_crown }
		}
		marcel_death_remove_effect = yes
		add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_severe_penalty }
		root.ruler = {
			add_character_modifier = {
				modifier = fra_burghers_broken_by_marcel_death
				months = 120
				mode = add
			}
		}
		ai_chance = {
			base = 10
		}
	}

	option = { # Any Agreements with him are now null and void
		name = flavor_fra.1134.b
		trigger = {
			OR = {
				has_estate_privilege = estate_privilege:fra_marcel_great_ordinance
				has_estate_privilege = estate_privilege:fra_marcel_compromise_ordinance
			}
			NOT = { has_variable = marcel_executed_by_crown }
		}
		marcel_death_remove_effect = yes
		add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_weak_penalty }
		root.ruler = {
			add_character_modifier = {
				modifier = fra_burghers_broken_by_marcel_death
				months = 120
				mode = add
			}
		}
		remove_variable = allowed_marcel_ordinance
		remove_variable = compromise_marcel_ordinance
		ai_chance = {
			base = 10
		}
	}

	option = { # Any Agreements with him are now null and void
		name = flavor_fra.1134.c
		trigger = {
			has_variable = marcel_executed_by_crown
		}
		marcel_death_remove_effect = yes
		add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_severe_penalty }
		add_estate_satisfaction = { type = estate_type:peasants_estate value = estate_satisfaction_severe_penalty }
		remove_variable = allowed_marcel_ordinance
		remove_variable = compromise_marcel_ordinance
		ai_chance = {
			base = 90
		}
	}
}