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flavor_ice.11 冰岛教堂争议

时间范围
事件为一次性触发,无具体 fromto 日期限制,触发概率取决于每月条件检查。

触发条件

  • 国家主流文化为 冰岛文化culture:icelandic
  • 国家宗教属于 基督教宗教组religion.group = religion_group:christian
  • 任意拥有的省份满足条件 location_ice_11_trigger = yes

关键效果

  • 选项 A:放弃教堂(flavor_ice.11.a

    • 农民阶层满意度:轻微提升(estate_satisfaction_mild_bonus
    • 神职人员阶层满意度:轻微降低(estate_satisfaction_mild_penalty
  • 选项 B:建造教堂(flavor_ice.11.b

    • 在目标省份免费建造一座教区教堂building_type:parish_church,成本倍率 0,原因为“神职人员廉价赞助”)
    • 国家文化传统:大幅降低(cultural_tradition_ultimate_penalty
    • 神职人员阶层满意度:轻微提升(estate_satisfaction_mild_bonus
    • 农民阶层满意度:轻微降低(estate_satisfaction_mild_penalty

背景介绍
在冰岛基督教化的历史进程中,地方社区常面临是否兴建教堂的抉择。建造教堂能巩固教会的权威与影响力,但可能耗费本地资源,引发农民的不满,并对当地传统文化传承造成冲击。这一事件反映了冰岛社会在宗教扩张与基层民生之间的典型矛盾。

完整事件代码

flavor_ice.11 = {
	type = country_event
	fire_only_once = yes	
	title = flavor_ice.11.title
	desc = flavor_ice.11.desc
	trigger = {
		culture = culture:icelandic
		religion.group = religion_group:christian
		any_owned_location = {
			location_ice_11_trigger = yes
		}
	}

	illustration_tags = {
        10 = angry
        10 = exterior
    }

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:clergy_estate }
		random_owned_location = {
			limit = {
				location_ice_11_trigger = yes
			}
			save_scope_as = target_location
		}
	}

	# abandon church
	option = {
		name = flavor_ice.11.a

		add_estate_satisfaction = { type = estate_type:peasants_estate 
			value = estate_satisfaction_mild_bonus
		}

		add_estate_satisfaction = { type = estate_type:clergy_estate 
			value = estate_satisfaction_mild_penalty
		}
	}

	# build church
	option = {
		name = flavor_ice.11.b
		scope:target_location = { 
			construct_building =
			{
				building_type = building_type:parish_church
				cost_multiplier = 0
				cost_multiplier_reason = "clergy_cheap_sponsorship"
			} 
		}

		culture = { add_cultural_tradition = cultural_tradition_ultimate_penalty }

		add_estate_satisfaction = { type = estate_type:clergy_estate 
			value = estate_satisfaction_mild_bonus
		}

		add_estate_satisfaction = { type = estate_type:peasants_estate 
			value = estate_satisfaction_mild_penalty
		}
	}
}