flavor_mal.18 松海独立
时间范围:1375.1.1 - 1450.1.1,每月 5% 概率触发
触发条件:
- 满足以下任一条件:
- 马里拥有原属松海(SON)的核心省份,且该省份的平均满意度低于 0.5,同时松海国家不存在。
- 松海国家存在,且是马里的附庸国,同时松海对马里的看法 ≤ 0 或其独立倾向 > 50。
关键效果:
- 选项 A (历史选项):
flavor_mal.18.a- 若松海存在且是马里附庸,则解除附庸关系。
- 马里获得:轻微稳定性惩罚、轻微政府点数惩罚、贵族阶层极度不满惩罚。
- 选项 B:
flavor_mal.18.b- 若松海存在且是马里附庸,则解除附庸关系。
- 马里获得:严重稳定性惩罚、严重政府点数惩罚。
- 马里获得对松海的“吞并”宣战理由。
- 选项 C:
flavor_mal.18.c- 触发前提:玩家控制马里,且松海由AI控制。
- 效果与选项B相同,但额外将玩家控制的国家切换为松海。
背景介绍: 此事件模拟了14至15世纪西非马里帝国与松海地区的关系。马里帝国在鼎盛时期曾控制包括松海在内的广大区域,但随着帝国中央权力的衰弱和地方势力的崛起,松海地区逐渐表现出强烈的独立倾向。该事件反映了松海脱离马里控制、建立独立王国的历史进程,玩家作为马里统治者将面临如何应对这一分离危机的抉择。
完整事件代码:
flavor_mal.18 = {
hide_portraits = yes
type = country_event
title = flavor_mal.18.title
desc = flavor_mal.18.desc
fire_only_once = yes
dynamic_historical_event = {
tag = MAL
from = 1375.1.1
to = 1450.1.1
monthly_chance = 5
}
trigger = {
OR = {
AND = {
any_owned_location = {
is_core_of = c:SON
average_satisfaction < 0.5
}
NOT = { country_exists = c:SON }
}
AND = {
country_exists = c:SON
c:SON = {
is_subject_of = ROOT
OR = {
opinion = {
target = root
value <= 0
}
liberty_desire > 50
}
}
}
}
}
illustration_tags = {
10 = angry
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
if = {
limit = {
NOT = { country_exists = c:SON }
}
location:gao = {
create_dynasty_from_location = sonni_dynasty
}
create_character = {
dynasty = dynasty:sonni_dynasty
estate = estate_type:nobles_estate
culture = culture:songhai
religion = root.religion
age = 20
save_scope_as = songhai_ruler
}
scope:songhai_ruler = {
set_to_limited_random_stats = {
max_adm = 75
min_adm = 50
max_dip = 75
min_dip = 50
max_mil = 75
min_mil = 50
}
}
create_country_from_cores_in_our_locations = c:SON
hidden_effect = {
c:SON = {
change_government_type = government_type:monarchy
set_new_ruler = scope:songhai_ruler
every_province = {
limit = { any_location_in_province = { NOT = { integration_level = core } } }
change_province_integration = core
}
}
}
}
}
#Let them go, we can't contest them
option = {
name = flavor_mal.18.a
historical_option = yes
if = {
limit = {
country_exists = c:SON
c:SON = {
is_subject_of = ROOT
}
}
cancel_subject = c:SON
}
add_stability = stability_mild_penalty
add_government_power = government_power_mild_penalty
add_estate_satisfaction = { type = estate_type:nobles_estate
value = estate_satisfaction_extreme_penalty
}
}
#Prepare the troops, we must bring them back into the empire
option = {
name = flavor_mal.18.b
if = {
limit = {
country_exists = c:SON
c:SON = {
is_subject_of = ROOT
}
}
cancel_subject = c:SON
}
add_stability = stability_severe_penalty
add_government_power = government_power_severe_penalty
add_casus_belli = {
type = casus_belli:cb_annex
target = c:SON
}
}
option = {
name = flavor_mal.18.c
trigger = {
is_ai = no
c:SON = {
is_ai = yes
}
}
if = {
limit = {
country_exists = c:SON
c:SON = {
is_subject_of = ROOT
}
}
cancel_subject = c:SON
}
add_stability = stability_severe_penalty
add_government_power = government_power_severe_penalty
add_casus_belli = {
type = casus_belli:cb_annex
target = c:SON
}
change_player = c:SON
}
}