flavor_ven.15 威尼斯玻璃工业革新
时间范围:1730.1.1 - 1770.1.1(每月 10% 概率触发)
触发条件:
- 玩家控制的国家必须拥有
location:venice(威尼斯地区)。 - 该地区必须拥有地点修正
ven_murano_glass_industry(穆拉诺玻璃工业)。
关键效果:
- 选项 A (flavor_ven.15.a):
- 获得少量威望加成 (
prestige_mild_bonus)。 - 将生成的人物
Giuseppe Briati移至玩家国家。 - 威尼斯地区获得少量繁荣度加成 (
prosperity_weak_bonus) 与少量发展度加成 (development_weak_bonus)。 - 社会价值观
capital_economy_vs_traditional_economy(资本经济 vs 传统经济)小幅向左移动(偏向资本经济)。
- 获得少量威望加成 (
- 选项 B (flavor_ven.15.b):
- 将生成的人物
Giuseppe Briati移至玩家国家。 - 获得少量政府点数加成 (
government_power_mild_bonus)。 - 获得少量稳定度加成 (
stability_weak_bonus)。
- 将生成的人物
背景介绍: 此事件模拟了18世纪威尼斯玻璃工业,特别是穆拉诺岛玻璃制造业的关键发展时期。随着市场需求变化与技术竞争,威尼斯需要决定如何引导其著名的玻璃产业,是侧重于通过产业升级与资本投入来提升经济价值,还是通过政府扶持与稳定政策来巩固传统优势。事件中登场的人物朱塞佩·布里亚蒂(Giuseppe Briati)是历史上一位著名的威尼斯玻璃工艺大师,他的技术与创新对当时玻璃工业有重要影响。
完整事件代码:
flavor_ven.15 = {
type = country_event
title = flavor_ven.15.title
desc = flavor_ven.15.desc
fire_only_once = yes
dynamic_historical_event = {
tag = VEN
from = 1730.1.1
to = 1770.1.1
monthly_chance = 10
}
trigger = {
location:venice = {
has_location_modifier = ven_murano_glass_industry
owner = ROOT
}
}
image = "gfx/interface/icons/trade_goods/illustrations/icon_goods_glass.dds"
immediate = {
create_character = {
first_name = name_joseph
last_name = Briati
birth_date = 1686.1.8
culture = culture:venetian
birth_location = location:venice
estate = estate_type:burghers_estate
script = giuseppe_briati_character
save_scope_as = target_character
create_in_limbo = yes
}
character:giuseppe_briati_character = {
set_to_limited_random_stats = {
max_adm = 75
min_adm = 5
max_dip = 61
min_dip = 2
max_mil = 15
min_mil = 0
}
}
location:venice = { save_scope_as = target_location }
}
option = {
name = flavor_ven.15.a
add_prestige = prestige_mild_bonus
scope:target_character = { move_country = root }
location:venice = {
change_prosperity = prosperity_weak_bonus
change_development = development_weak_bonus
}
change_societal_value = { type = capital_economy_vs_traditional_economy value = societal_value_minor_move_to_left }
}
option = {
name = flavor_ven.15.b
scope:target_character = { move_country = root }
add_government_power = government_power_mild_bonus
add_stability = stability_weak_bonus
}
}