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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:
    1. 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。
    2. 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 Bflavor_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 Cflavor_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
	}
}