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flavor_brapru.42 库尔特·冯·施韦林登场

时间范围:1710.1.1 - 1730.1.1(每月 1% 概率)

触发条件

  • 国家拥有普伦茨劳(prenzlau)地区。

关键效果

  • 选项 A (历史选项)

    • 获得少量陆军传统增益(army_tradition_mild_bonus)。
    • 将新创建的库尔特·冯·施韦林(Kurt von Schwerin)人物移动至本国。
    • 为该人物添加一个随机的“将军”类别特质。
    • 为该人物添加一个持续1年的“拒绝在内阁任职”(refuses_to_serve_in_cabinet)修正。
  • 选项 B

    • 获得少量陆军传统惩罚(army_tradition_mild_penalty)。
    • 社会价值观向“好战 vs 和解”(belligerent_vs_conciliatory)的右侧移动。
    • (隐藏效果)无声地杀死新创建的库尔特·冯·施韦林人物。

背景介绍: 此事件模拟了普鲁士军事改革家、著名元帅库尔特·克里斯托夫·冯·施韦林(Kurt Christoph von Schwerin)的登场。他出生于1684年,在普鲁士军队现代化和腓特烈大帝的早期军事胜利中扮演了关键角色。事件反映了普鲁士在18世纪初积极吸纳军事人才,加强军官队伍建设的史实。玩家可以选择招募这位能力出众的将领,或者选择另一条可能影响国家军事传统和社会价值观的路径。

完整事件代码

flavor_brapru.42 = { #Kurt von Schwerin
	type = country_event
	title = flavor_brapru.42.title
	desc = flavor_brapru.42.desc

	fire_only_once = yes

	historical_info = flavor_brapru.42.historical_info

	dynamic_historical_event = {
		tag = BRA
		tag = PRU
		from = 1710.1.1
		to = 1730.1.1
		monthly_chance = 1
	}

	illustration_tags = {
		10 = regular
		10 = interior
	}

	trigger = {
		owns = location:prenzlau
	}

	immediate = {
		event_illustration_poptype_effect = { foreground = pop_type:soldiers background = pop_type:soldiers }
		location:prenzlau = { create_dynasty_from_location = von_Schwerin }
		create_character = {
			first_name = Kurt
			dynasty = dynasty:von_Schwerin
			adm = { 50 80 }
			dip = { 50 80 }
			mil = { 85 95 }
			birth_date = 1684.10.26
			birth_location = location:prenzlau
			culture = culture:markish
			estate = estate_type:nobles_estate
			save_scope_as = target_character
			create_in_limbo = yes
		}
	}

	option = {
		name = flavor_brapru.42.a
		historical_option = yes
		add_army_tradition = army_tradition_mild_bonus
		scope:target_character = {
			move_country = root
		}
		scope:target_character = {
			add_random_trait_from_category = general
			add_character_modifier = {
				modifier = refuses_to_serve_in_cabinet
				years = -1
				mode = add_and_extend
			}
		}
	}

	option = {
		name = flavor_brapru.42.b
		add_army_tradition = army_tradition_mild_penalty
		change_societal_value = { type = belligerent_vs_conciliatory value = societal_value_move_to_right }
		hidden_effect = {
			kill_character_silently = scope:target_character
		}
	}
}