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flavor_mam.64 马穆鲁克苏丹选举

时间范围:无具体 fromto 日期限制,事件无 monthly_chance 字段,推测为满足条件后手动触发或由其他机制触发。

触发条件

  • 国家拥有政府改革:mamluk_government(马穆鲁克政府)。
  • 国家采用继承法:dynastic_elective_succession(王朝选举继承制)。

关键效果: 事件触发后,系统会根据国家内人口数量,自动识别并排序出前三大文化(target_culturetarget_culture2target_culture3)以及统治者的主流文化(target_culture4)。对于每个文化,如果存在拥有王朝的对应文化人物,则选择其中能力总值最高者作为候选人;否则,将在该文化人口聚居地随机创建一个新王朝并生成一位对应文化的新人物作为候选人。所有候选人均为贵族阶层,能力值(行政、外交、军事)在20至70之间,年龄至少25岁。

玩家需从以下四位候选人中选择一位成为新统治者:

  • 选项 A (flavor_mam.64.a):选择来自人口最多文化(target_culture)的候选人。效果:将该候选人设为新统治者,并为其所属文化添加 cultural_tradition_mild_bonus(温和的文化传统增益)。
  • 选项 B (flavor_mam.64.b):选择来自人口第二多文化(target_culture2)的候选人。效果:将该候选人设为新统治者,并为其所属文化添加 cultural_tradition_mild_bonus
  • 选项 C (flavor_mam.64.c):选择来自人口第三多文化(target_culture3)的候选人。效果:将该候选人设为新统治者,并为其所属文化添加 cultural_tradition_mild_bonus
  • 选项 D (flavor_mam.64.d):选择来自统治者主流文化(target_culture4)的候选人。效果:将该候选人设为新统治者,为其所属文化添加 cultural_tradition_mild_bonus,并为国家增加 stability_mild_bonus(温和的稳定度增益)。

背景介绍: 此事件模拟了马穆鲁克苏丹国独特的政治继承制度。马穆鲁克政权由不同文化背景(如切尔克斯人、格鲁吉亚人、突厥人等)的军事奴隶(马穆鲁克)精英集团把持,苏丹之位并非严格世袭,而是在各大势力集团间通过竞争或选举产生。本事件反映了这一过程:国家内主要的几个文化集团各自推举或产生一位强有力的候选人,最终由当权者从中抉择,以平衡内部权力并决定国家的未来走向。

完整事件代码

flavor_mam.64 = {
#	type = country_event
#	title = flavor_mam.64.title
#	desc = flavor_mam.64.desc
#
#	trigger = {
#		has_reform = government_reform:mamluk_government
#		succession_law = heir_selection:dynastic_elective_succession
#	}
#
#	immediate = {
#		ordered_accepted_culture = {
#			order_by = {
#				value = "root.culture_population_in_country(prev)"
#			}
#			max = 1
#			save_scope_as = target_culture
#		}
#		ordered_accepted_culture = {
#			order_by = {
#				value = "root.culture_population_in_country(prev)"
#			}
#			max = 2
#			save_scope_as = target_culture2
#		}
#		ordered_accepted_culture = {
#			order_by = {
#				value = "root.culture_population_in_country(prev)"
#			}
#			max = 3
#			save_scope_as = target_culture3
#		}
#		culture = {
#			save_scope_as = target_culture4
#		}
#		if = {
#			limit = {
#				any_character = {
#					has_dynasty = yes
#					culture = scope:target_culture
#				}
#			}
#
#			ordered_character = {
#				order_by = total_abilities
#				limit = {
#					has_dynasty = yes
#					culture = scope:target_culture
#				}
#				max = 1
#				save_scope_as = first_ruler
#			}
#		}
#		else = {
#			random_owned_location = {
#				limit = {
#					any_pop = {
#						culture = scope:target_culture
#					}
#				}
#				create_dynasty_from_location = random
#
#				last_dynasty_in_location ?= {
#					save_scope_as = first_dynasty
#				}
#				save_scope_as = first_location
#			}
#			create_character = {
#				culture = scope:target_culture
#				religion = root.religion
#				min_age = 25
#				adm = {
#					20
#					70
#				}
#				dip = {
#					20
#					70
#				}
#				mil = {
#					20
#					70
#				}
#				birth_location = scope:first_location
#				estate = estate_type:nobles_estate
#				dynasty = scope:first_dynasty
#				save_scope_as = first_ruler
#			}
#		}
#		if = {
#			limit = {
#				any_character = {
#					has_dynasty = yes
#					culture = scope:target_culture2
#				}
#			}
#
#			ordered_character = {
#				order_by = total_abilities
#				limit = {
#					has_dynasty = yes
#					culture = scope:target_culture2
#				}
#				max = 1
#				save_scope_as = second_ruler
#			}
#		}
#		else = {
#			random_owned_location = {
#				limit = {
#					any_pop = {
#						culture = scope:target_culture2
#					}
#				}
#				create_dynasty_from_location = random
#
#				last_dynasty_in_location ?= {
#					save_scope_as = first_dynasty
#				}
#				save_scope_as = first_location
#			}
#			create_character = {
#				culture = scope:target_culture2
#				religion = root.religion
#				min_age = 25
#				adm = {
#					20
#					70
#				}
#				dip = {
#					20
#					70
#				}
#				mil = {
#					20
#					70
#				}
#				birth_location = scope:first_location
#				estate = estate_type:nobles_estate
#				dynasty = scope:first_dynasty
#				save_scope_as = second_ruler
#			}
#		}
#		if = {
#			limit = {
#				any_character = {
#					has_dynasty = yes
#					culture = scope:target_culture3
#				}
#			}
#
#			ordered_character = {
#				order_by = total_abilities
#				limit = {
#					has_dynasty = yes
#					culture = scope:target_culture3
#				}
#				max = 1
#				save_scope_as = third_ruler
#			}
#		}
#		else = {
#			random_owned_location = {
#				limit = {
#					any_pop = {
#						culture = scope:target_culture3
#					}
#				}
#				create_dynasty_from_location = random
#
#				last_dynasty_in_location ?= {
#					save_scope_as = first_dynasty
#				}
#				save_scope_as = first_location
#			}
#			create_character = {
#				culture = scope:target_culture2
#				religion = root.religion
#				min_age = 25
#				adm = {
#					20
#					70
#				}
#				dip = {
#					20
#					70
#				}
#				mil = {
#					20