1007 假瓦尔德马事件
时间范围:无明确起止日期(动态事件) 触发概率:无明确每月概率(由其他事件或条件触发)
触发条件:
- 此事件为动态事件,其触发依赖于游戏内部状态,特别是与变量
bra_executing_false_waldemar和bra_execution_successful相关的逻辑。 - 事件本身没有独立的
trigger字段,其执行路径由immediate代码块中的条件判断决定。
关键效果:
事件提供两个选项,其可用性取决于处决是否成功(即变量 bra_execution_successful 是否存在)。
-
选项 A:我们的权威终于恢复了!
- 触发条件:
has_variable = bra_execution_successful(处决成功) - 效果:
- 处决目标角色 (
scope:target_character)。 - 隐藏效果:将目标角色及其所有后代的家族更改为一个随机生成的新家族 (
scope:target_dynasty),并将他们(若原为贵族阶层)的阶层改为市民阶层。
- 处决目标角色 (
- 触发条件:
-
选项 B:拿起武器!
- 触发条件:
NOT = { has_variable = bra_execution_successful }(处决失败) - 效果:
- 国家稳定性遭受严重惩罚 (
add_stability = stability_severe_penalty)。 - 隐藏效果:
- 根据随机数 (
bra_true_askanier_maker) 的结果,将目标角色的家族更改为阿斯坎尼家族或一个随机新家族,并移除其“假瓦尔德马”修正。 - 将目标角色的效忠对象改为叛军 (
scope:false_waldemar_rebel)。
- 根据随机数 (
- 在最多12个人口最多的省份中,所有属于本国的贵族阶层人口对统治者的满意度大幅下降,并转而效忠于假瓦尔德马叛军。
- 假瓦尔德马叛军的进度增加。
- 国家稳定性遭受严重惩罚 (
- 触发条件:
背景介绍: 此事件围绕一个自称“瓦尔德马”的冒名顶替者(假瓦尔德马)展开。在中世纪晚期的勃兰登堡,阿斯坎尼家族的合法继承权问题可能引发政治动荡。当一位冒名者出现并声称拥有统治权时,统治者面临关键抉择:是果断处决他以绝后患、巩固权威,还是行动失败,导致冒名者逃脱并煽动大规模贵族叛乱,使国家陷入内战危机。事件的结果将深刻影响勃兰登堡的政局稳定与阿斯坎尼王朝的命运。
完整事件代码:
flavor_bra_dynasty.1007 = { #PRISON #GRAVEYARD
hide_portraits = yes
type = country_event
title = flavor_bra_dynasty.1007.title
illustration_tags = {
10 = exterior
10 = happy
}
desc = {
first_valid = {
triggered_desc = {
trigger = { has_variable = bra_execution_successful }
desc = flavor_bra_dynasty.1007.desc.successful_execution
}
triggered_desc = {
desc = flavor_bra_dynasty.1007.desc.failed_execution
}
}
}
immediate = {
event_illustration_government_estate_effect = yes
if = {
limit = { var:bra_executing_false_waldemar = 0 }
set_variable = { name = bra_execution_successful value = yes }
}
else = {
create_rebel = {
category = pretender
name = false_waldemar_rebel
save_scope_as = false_waldemar_rebel
}
}
set_variable = { name = bra_true_askanier_maker value = random_integer }
change_variable = { name = bra_true_askanier_maker modulo = 10 }
random_owned_location = {
create_dynasty_from_location = random
last_dynasty_in_location = { save_scope_as = target_dynasty }
}
}
after = {
remove_variable = bra_executing_false_waldemar
remove_variable = bra_execution_successful
remove_variable = bra_true_askanier_maker
}
#Our Authority is finally restored!
option = {
name = flavor_bra_dynasty.1007.a
trigger = { has_variable = bra_execution_successful }
kill_character = {
target = scope:target_character
reason = execution
killer = ruler
}
hidden_effect = { #Nobody should walk with the 'Askanier' dynasty around...
scope:target_character = {
change_dynasty = scope:target_dynasty
change_character_estate = estate_type:burghers_estate
every_descendant = {
change_dynasty = scope:recipient.dynasty
if = {
limit = { has_estate = estate_type:nobles_estate }
change_character_estate = estate_type:burghers_estate
}
}
}
}
}
#To Arms!
option = {
name = flavor_bra_dynasty.1007.b
add_stability = stability_severe_penalty
trigger = { NOT = { has_variable = bra_execution_successful } }
hidden_effect = {
if = {
limit = { var:bra_true_askanier_maker = 0 }
scope:target_character = {
change_dynasty = dynasty:askanier_dynasty
every_descendant = {
change_dynasty = scope:recipient.dynasty
}
}
}
else = {
scope:target_character = {
change_dynasty = scope:target_dynasty
every_descendant = {
change_dynasty = scope:recipient.dynasty
}
}
}
scope:target_character = { remove_character_modifier = bra_false_waldemar }
}
scope:target_character = {
change_character_allegiance = scope:false_waldemar_rebel
}
custom_tooltip = {
text = flavor_bra_dynasty.false_waldemar_big_rebel.tt
ordered_owned_location = {
order_by = population
max = 12
check_range_bounds = no
every_pop = {
limit = {
owner = root
pop_type = pop_type:nobles
}
add_pop_satisfaction = pop_satisfaction_ultimate_penalty
change_pop_allegiance = scope:false_waldemar_rebel
}
}
}
scope:false_waldemar_rebel = {
add_rebel_progress = 1
}
custom_tooltip = bra_true_waldemar_identity_reveal_tt
}
}