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[flavor_chi.2] 长城维护与修缮

时间范围:无特定 fromto 日期限制,为一次性事件(fire_only_once = yes),满足条件后触发。

触发条件

  • 国家标签为 CHI
  • 国内至少有一处 ruined_great_wall_of_china(长城废墟)建筑等级大于0。

关键效果

  • 选项 A (flavor_chi.2.a)

    • 支付一笔金币,金额为 wall_maintenance_price 本地变量值的 -5 倍(即支出)。
    • 若允许“正义值”(allow_righteousness),则减少少量正义值(righteousness_weak_penalty)。
    • 若为“中华”(middle_kingdom)国际组织的领导者,则增加少量天命值(celestial_authority_weak_bonus)。
  • 选项 B (flavor_chi.2.b)

    • 触发条件:存在 target_province1(随机选取的第一个拥有长城废墟的省份)。
    • 效果:在 target_province1 省份升级长城(upgrade_great_wall = yes)。
  • 选项 C (flavor_chi.2.c)

    • 触发条件:存在 target_province2(随机选取的第二个拥有长城废墟的省份)。
    • 效果:在 target_province2 省份升级长城(upgrade_great_wall = yes)。
    • 若允许“正义值”,则减少少量正义值。
    • 若为“中华”国际组织的领导者,则增加少量天命值。
  • 选项 D (flavor_chi.2.d)

    • 触发条件:存在 target_province3(随机选取的第三个拥有长城废墟的省份)。
    • 效果:在 target_province3 省份升级长城(upgrade_great_wall = yes)。
  • 选项 E (flavor_chi.2.e)

    • 减少大量政府点数(government_power_ultimate_penalty)。
    • 若允许“和谐度”(allow_harmony),则和谐度温和趋向平衡(harmony_mild_towards_equilibrium = yes)。

背景介绍: 作为中华文明的统治者,你面临着维护与修缮古老长城的抉择。长城历经岁月,部分段落已成废墟,但其战略与文化意义依然重大。是投入巨资进行日常维护,还是选择性地重点修复关键段落,抑或暂时搁置以节省资源?你的决策将影响国库、民心乃至天命的稳固。

完整事件代码

flavor_chi.2 = {
	type = country_event
	title = flavor_chi.2.title
	desc = flavor_chi.2.desc

	fire_only_once = yes

	trigger = {
		tag = CHI
		total_effective_building_levels:ruined_great_wall_of_china > 0
	}

	illustration_tags = {
		10 = interior
		10 = regular
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
		random_province = {
			limit = {
				any_location_in_province = {
					has_building_with_at_least_one_level = ruined_great_wall_of_china
				}
			}
			save_scope_as = target_province1
		}
		random_province = {
			limit = {
				this != scope:target_province1
				any_location_in_province = {
					has_building_with_at_least_one_level = ruined_great_wall_of_china
				}
			}
			save_scope_as = target_province2
		}
		random_province = {
			limit = {
				this != scope:target_province1
				this != scope:target_province2
				any_location_in_province = {
					has_building_with_at_least_one_level = ruined_great_wall_of_china
				}
			}
			save_scope_as = target_province3
		}
		set_local_variable = {
			name = wall_maintenance_price
			value = 0
		}
		ordered_owned_location = {
			limit = {
				has_building_with_at_least_one_level = ruined_great_wall_of_china
			}
			order_by = population
			max = 5

			root = {
				change_local_variable = {
					name = wall_maintenance_price
					add = prev.location_tax_base
				}
			}
		}
	}

	option = {
		name = flavor_chi.2.a
		add_gold = {
			value = local_var:wall_maintenance_price
			multiply = -5
		}
		if = {
			limit = { modifier:allow_righteousness = yes }
			add_righteousness = righteousness_weak_penalty
		}
		if = {
			limit = { is_leader_of_international_organization = international_organization:middle_kingdom }
			change_celestial_authority = { value = celestial_authority_weak_bonus }
		}
	}

	option = {
		name = flavor_chi.2.b
		trigger = {
			exists = scope:target_province1
		}
		scope:target_province1 = {
			upgrade_great_wall = yes
		}
	}

	option = {
		name = flavor_chi.2.c
		trigger = {
			exists = scope:target_province2
		}
		scope:target_province2 = {
			upgrade_great_wall = yes
		}
		if = {
			limit = { modifier:allow_righteousness = yes }
			add_righteousness = righteousness_weak_penalty
		}
		if = {
			limit = { is_leader_of_international_organization = international_organization:middle_kingdom }
			change_celestial_authority = { value = celestial_authority_weak_bonus }
		}
	}

	option = {
		name = flavor_chi.2.d
		trigger = {
			exists = scope:target_province3
		}
		scope:target_province3 = {
			upgrade_great_wall = yes
		}
	}

	option = {
		name = flavor_chi.2.e
		add_government_power = government_power_ultimate_penalty
		if = {
			limit = { modifier:allow_harmony = yes }
			harmony_mild_towards_equilibrium = yes
		}
	}
}