flavor_sco.16 蒙斯梅格巨炮
时间范围:1400.1.1 - 1500.3.5(每月 1% 概率)
触发条件:
- 国家已解锁
houfnice科技。 - 地点
mons所在市场生产商品cannons(大炮)。 - 地点
mons的所有者(如果存在)是NOR(挪威),并且挪威对触发国(root)的opinion(看法)小于等于0,同时是触发国的rival(宿敌)、enemy(敌人)或is_at_war_with(处于战争状态)。 - 触发国拥有至少一个既是其核心省份,又拥有至少1级
castle(城堡)建筑的地点。
关键效果:
- 选项 A (flavor_sco.16.a):
- 改变社会价值观:
offensive_vs_defensive(进攻 vs 防御)向“右”(更倾向于进攻)移动。 - 在
origin(即mons地点)创建一件艺术品:- 艺术家:
gifter(赠送者,即mons的所有者)的统治者。 - 品质:63。
- 存放地点:
destination(目标地点,优先为edinburgh爱丁堡,其次为首都,最后为随机符合条件的本国城堡核心省份)。 - 类型:
work_of_art_type:weapon(武器类艺术品)。 - 关键标识:
work_of_art_mons_meg。
- 艺术家:
gifter(赠送者)对触发国获得看法修正:sco_opinion_accepted_mons_meg。
- 改变社会价值观:
- 选项 B (flavor_sco.16.b):
- 在
destination(目标地点)创建一个sub_unit_category:army_artillery(陆军炮兵)子单位。 - 改变社会价值观:
offensive_vs_defensive(进攻 vs 防御)向“左”(更倾向于防御)移动。 gifter(赠送者)对触发国获得看法修正:sco_opinion_accepted_mons_meg。
- 在
- 选项 C (flavor_sco.16.c):
- 在
destination(目标地点)所在市场,从destination地点出售 25 单位的goods:iron(铁)商品。 gifter(赠送者)对触发国获得看法修正:sco_opinion_destroyed_mons_meg。
- 在
背景介绍: 蒙斯梅格(Mons Meg)是一门制造于15世纪中叶的著名巨型射石炮,最初由勃艮第公爵“好人”腓力赠送给苏格兰国王詹姆斯二世。这门巨炮象征着中世纪晚期攻城武器技术的巅峰,也是苏格兰与欧洲大陆政治联姻与军事交流的见证。本事件模拟了苏格兰获得这门传奇火炮后,对其用途做出的不同历史抉择。
完整事件代码:
flavor_sco.16 = { # Mons Meg bombard
type = country_event
title = flavor_sco.16.title
desc = flavor_sco.16.desc
fire_only_once = yes
image = "gfx/interface/icons/trade_goods/illustrations/icon_goods_cannons.dds"
dynamic_historical_event = {
tag = SCO
from = 1400.1.1
to = 1500.3.5
monthly_chance = 1
}
trigger = {
has_advance = unlock_houfnice_advance
location:mons = {
market = { is_produced_in_market = goods:cannons }
owner ?= {
NOR = {
opinion = { target = root value <= 0 }
is_rival_of = root
is_enemy_of = root
is_at_war_with = root
}
}
}
any_owned_location = {
is_core_of = root
has_building_with_at_least_one_level = castle
}
}
immediate = {
if = {
limit = {
location:edinburgh = {
owner ?= root
is_core_of = root
has_building_with_at_least_one_level = castle
}
}
location:edinburgh = { save_scope_as = destination }
}
else_if = {
limit = { capital = { has_building_with_at_least_one_level = castle } }
capital = { save_scope_as = destination }
}
else = {
random_owned_location = {
limit = {
is_core_of = root
has_building_with_at_least_one_level = castle
}
save_scope_as = destination
}
}
location:mons = {
save_scope_as = origin
owner ?= {
save_scope_as = gifter
}
}
add_opinion = { target = scope:gifter modifier = sco_opinion_sent_mons_meg }
}
# turn it into a work of art
option = {
name = flavor_sco.16.a
change_societal_value = { type = offensive_vs_defensive value = societal_value_move_to_right }
scope:origin = {
create_art = {
artist = scope:gifter.ruler
quality = 63
location = scope:destination
type = work_of_art_type:weapon
key = work_of_art_mons_meg
}
}
scope:gifter = { add_opinion = { target = root modifier = sco_opinion_accepted_mons_meg } }
}
# turn it into a regiment
option = {
name = flavor_sco.16.b
scope:destination = { create_sub_unit_of_category = sub_unit_category:army_artillery }
change_societal_value = { type = offensive_vs_defensive value = societal_value_move_to_left }
scope:gifter = { add_opinion = { target = root modifier = sco_opinion_accepted_mons_meg } }
}
# turn it into moneyyyy ££££££ €€€€€ $$$$$$ SEKSEKSEKSEKSEK
option = {
name = flavor_sco.16.c
scope:destination.market = {
sell_goods_from_location = { goods = goods:iron amount = 25 location = scope:destination }
}
scope:gifter = { add_opinion = { target = root modifier = sco_opinion_destroyed_mons_meg } }
}
}