Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

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。
    • 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
    • gifter(赠送者)对触发国获得看法修正:sco_opinion_accepted_mons_meg
  • 选项 B (flavor_sco.16.b)
    • 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
  • 选项 C (flavor_sco.16.c)
    • 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

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 } }
	}
}