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flavor_fra.2020 Jacques Coeur, Master of Mint

时间范围:1432.1.1 - 1452.1.1,每月 20% 概率触发

触发条件

  • 国家拥有统治者 (has_ruler = yes)

关键效果

  • 选项 A:任命他为铸币厂主管
    • 历史选项:是
    • 效果:
      • 获得轻微通货膨胀增益 (add_inflation = inflation_mild_bonus)
      • 人物 Jacques Coeur 加入国家 FRA
      • 人物获得持续多年的修正 jacques_coeur_master_of_mint
  • 选项 B:我们不需要铸币厂主管
    • 效果:
      • 获得轻微威望增益 (add_prestige = prestige_mild_bonus)
      • 获得轻微稳定度增益 (add_stability = stability_mild_bonus)
      • 隐藏效果:静默处决人物 Jacques Coeur

背景介绍: 该事件模拟了15世纪法国商人、金融家雅克·克尔(Jacques Coeur)的登场。他出身于布尔日,是一位富有的商人,后来被任命为法国国王查理七世的铸币厂主管和财政顾问,对法国的经济复苏和王室财政管理产生了重要影响。事件为玩家提供了是否启用这位历史人物的选择。

完整事件代码

flavor_fra.2020 = { # Jacques Coeur, Master of Mint
	type = country_event
	title = flavor_fra.2020.title
	desc = flavor_fra.2020.desc
	fire_only_once = yes
	
	dynamic_historical_event = {
		tag = FRA
		from = 1432.1.1
		to = 1452.1.1
		monthly_chance = 20
	}

	trigger = {
		has_ruler = yes
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:burghers_estate background = estate_type:burghers_estate }
		create_character = {
			first_name = name_james
			last_name = coeur
			adm = 74
			dip = 60
			mil = 15
			culture = culture:french
			birth_location = location:bourges
			religion = religion:catholic
			birth_date = 1395.1.1
			estate = estate_type:burghers_estate
			script = jacques_coeur
			save_scope_as = target_character
			create_in_limbo = yes
		}
		ruler ?= {
            save_scope_as = fra_ruler
        }
	}

	illustration_tags = {
		10 = regular
		10 = interior
	}

	option = { # Appoint him as Master of Mint
		name = flavor_fra.2020.a
		historical_option = yes
		add_inflation = inflation_mild_bonus
        scope:target_character = {
            move_country = c:FRA
			add_character_modifier = {
				modifier = jacques_coeur_master_of_mint
				years = modifier_duration_years_long
				mode = add
			}
        }
	}
	
	option = { # We have no need for a Master of Mint
		name = flavor_fra.2020.b
		add_prestige = prestige_mild_bonus
		add_stability = stability_mild_bonus
		hidden_effect = {
			kill_character_silently = scope:target_character
		}
	}
}