[flavor_chi.2] 长城维护与修缮
时间范围:无特定 from 和 to 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)。
- 支付一笔金币,金额为
-
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)。
- 触发条件:存在
-
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。
- 触发条件:存在
-
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)。
- 触发条件:存在
-
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)。
- 减少大量政府点数(
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
}
}
}