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flavor_zan.6 恩戈鲁卡定居点

时间范围

1400.1.1 - 1500.1.1,在此期间,每月有 2% 的概率触发。

触发条件

  • 地点 engeruka 无所有者。

关键效果

选项: flavor_zan.6.a(无 historical_option 标记,故非历史选项)

  • 自定义提示: engaruka_people_interesting_tt

事件即时效果(immediate):

  1. 人物记录: 记录当前统治者或摄政为 target_character1
  2. 地点控制与建国:
    • 将地点 engeruka 的所有权转移给触发国(root)。
    • 记录该地点为 target_location
    • 在该地点创建一个新国家,并记录为 target_country
    • 将该地点的控制度改为 control_radical_bonus
  3. 对新国家(target_country)的增益:
    • 增加 stability_extreme_bonus 点稳定度。
    • 增加 500 金币。
    • 将社会价值 capital_economy_vs_traditional_economy 设为 200。
    • 记录其统治者或摄政为 target_character2
  4. 对定居点(target_location)的建设:
    • 将繁荣度改为 prosperity_ultimate_bonus
    • 所有属于触发国(root)的民众(pop)增加 pop_satisfaction_radical_bonus 满意度。
    • 免费(cost_multiplier = 0)且立即建造以下建筑(建造原因为 palace_cheap_sponsorship):
      • 灌溉系统(irrigation_systems
      • 集市村庄(market_village
      • 森林村庄(forest_village) x2

背景介绍

该事件模拟了15世纪东非地区,桑给巴尔(ZAN)或其相关势力对恩戈鲁卡(Engaruka)地区的发现与殖民过程。恩戈鲁卡以其历史上复杂的灌溉农业系统和梯田而闻名。事件描述了当该地区处于无主状态时,一个国家派遣人员前往建立定居点,并迅速进行大规模基础设施建设,以促进农业、贸易和社区发展,从而巩固对该地区的控制。

完整事件代码

flavor_zan.6 = {
	hide_portraits = yes
	type = country_event
	title = flavor_zan.6.title
	desc = flavor_zan.6.desc
	historical_info = flavor_zan.6.historical_info
	fire_only_once = yes
	dynamic_historical_event = {
		tag = ZAN
		from = 1400.1.1
		to = 1500.1.1
		monthly_chance = 2
	}
	trigger = {
		location:engeruka = {
			has_owner = no
		}
	}

	illustration_tags = {
        10 = regular
        10 = exterior
    }

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
		ruler_or_regent = { save_scope_as = target_character1 }
		location:engeruka = {
			change_location_owner = root
			save_scope_as = target_location
			create_country_from_location = {
				save_scope_as = target_country
			}
			change_control = control_radical_bonus
		}
		scope:target_country = {
			add_stability = stability_extreme_bonus
			add_gold = 500
			change_societal_value = {
				type = capital_economy_vs_traditional_economy
				value = 200		#Must be at 100, they were farmers and shepherds.
			}
			ruler_or_regent = { save_scope_as = target_character2 }
		}
		scope:target_location = {
			scope:target_location = {
				change_prosperity = prosperity_ultimate_bonus
				every_pop = {
					limit = {
						owner = root
					}
					add_pop_satisfaction = pop_satisfaction_radical_bonus
				}
				construct_building = {  
					building_type = building_type:irrigation_systems  
					cost_multiplier = 0 
					instant = yes
					cost_multiplier_reason = palace_cheap_sponsorship
				}
				#
				construct_building = {  
					building_type = building_type:market_village  
					cost_multiplier = 0  
					instant = yes
					cost_multiplier_reason = palace_cheap_sponsorship
				}
				construct_building = {  
					building_type = building_type:forest_village  
					cost_multiplier = 0 
					instant = yes
					cost_multiplier_reason = palace_cheap_sponsorship
				}
				construct_building = {  
					building_type = building_type:forest_village  
					cost_multiplier = 0 
					instant = yes
					cost_multiplier_reason = palace_cheap_sponsorship
				}
			}
		}
	}

	option = {
		name = flavor_zan.6.a
		
		custom_tooltip = engaruka_people_interesting_tt
	}
}