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flavor_mos.42 莫斯科宫廷阴谋

时间范围:1530.1.1 - 1560.1.1 触发概率:每月 20% 概率

触发条件

  • 国家为 MOS(莫斯科)或 RUS(俄罗斯)。
  • 角色 mos_eleanor_glinskaya(埃莉诺·格林斯卡娅)必须存活且担任摄政。
  • 前一位统治者的任何兄弟姐妹必须存活且为成年人。

关键效果

  • 选项 A (历史选项)
    • 处决前统治者所有存活且已成年的兄弟姐妹。
    • 贵族阶层满意度轻微下降。
  • 选项 B
    • 将前统治者所有存活、成年且非现任统治者的兄弟姐妹流放到一个随机邻国。
    • 社会价值观向“和解”方向偏移。
    • 50%概率无事发生;50%概率埃莉诺·格林斯卡娅被刺杀,国家稳定性严重下降。
  • 选项 C
    • 社会价值观向“好战”方向偏移。
    • 25%概率无事发生;75%概率埃莉诺·格林斯卡娅被刺杀,国家稳定性严重下降。

背景介绍: 此事件模拟了莫斯科大公国(或俄罗斯)在16世纪中期可能发生的宫廷权力斗争。在特定历史窗口期内,若由埃莉诺·格林斯卡娅担任摄政,且前统治者有已成年的兄弟姐妹在世,则可能触发围绕继承权和摄政权力的危机。玩家或AI需要决定如何处理这些潜在的王位竞争者,不同的选择将导致不同程度的内部动荡、贵族反应,并可能影响国家的社会价值取向。

完整事件代码

flavor_mos.42 = { 
	type = country_event
	fire_only_once = yes
	title = flavor_mos.42.title
	desc = flavor_mos.42.desc
	image = "gfx/interface/illustrations/disaster/coup_attempt.dds"# GRAVEYARD

	dynamic_historical_event = {
		tag = MOS
		tag = RUS
		from = 1530.1.1
		to = 1560.1.1
		monthly_chance = 20
	}

	trigger = {

		character:mos_eleanor_glinskaya ?= {
			is_alive = yes
			is_regent = yes
		}

		any_character = {
			is_sibling_of = root.previous_ruler
			is_alive = yes
			is_adult = yes
		}

	}

	immediate = {

		previous_ruler = {
			save_scope_as = last_ruler
		}
		random_neighbor_country = {
			save_scope_as = exile_destination
		}
		capital = {
			save_scope_as = target_location
		}
		character:mos_eleanor_glinskaya = {
			save_scope_as = target_character
		}

		root = { save_scope_as = target_root_country }
	}

	option = {
		name = flavor_mos.42.a
		historical_option = yes

		every_character = {
			limit = {
				is_sibling_of = scope:last_ruler
				is_alive = yes
				is_adult = yes
			}
			kill_character = {
				target = this
				reason = assassination
			}
		}

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

		ai_chance = {
			factor = 1
		}
	}

	option = {
		name = flavor_mos.42.b

		every_character = {
			limit = {
				is_sibling_of = scope:last_ruler
				is_alive = yes
				is_adult = yes
				is_ruler = no
			}
			move_country = scope:exile_destination
		}
		change_societal_value = {
			type = belligerent_vs_conciliatory
			value = societal_value_move_to_left
		}
		random_list =  {
			50 = {
				custom_tooltip = flavor_mos.42.tt1
			}
			50 = {
				scope:target_character = {
					kill_character = {
						target = this
						reason = assassination
					}
				}
				add_stability = stability_severe_penalty
				custom_tooltip = flavor_mos.42.tt2
			}
		}

		ai_chance = {
			factor = 0.5
		}
	}

	option = {
		name = flavor_mos.42.c

		change_societal_value = {
			type = belligerent_vs_conciliatory
			value = societal_value_move_to_right
		}

		random_list =  {
			25 = {
				custom_tooltip = flavor_mos.42.tt1
			}
			75 = {
				scope:target_character = {
					kill_character = {
						target = this
						reason = assassination
					}
				}
				add_stability = stability_severe_penalty
				custom_tooltip = flavor_mos.42.tt2
			}
		}

		ai_chance = {
			factor = 0.5
		}
	}

	historical_info = flavor_mos.42.historical_info

}