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flavor_chi.20 [目标省份名称]的饥荒

时间范围:无特定时间范围(动态事件,满足条件即可触发) 触发概率:无特定月度概率(满足条件即可能触发)

触发条件

  • 国家标签为 CHI(即控制中国)。
  • 任意省份的 province_food_percentage(省份食物百分比)低于 0.25(即食物储备低于25%)。

关键效果选项 A

  • 花费一定数量的金钱(change_gold_effect = { scale = -1 })。
  • 在目标省份(食物储备最低且人口最多的省份)执行以下隐藏效果:
    • 增加省份食物百分比,数值为基于该省份平均控制度计算出的变量 target_province_control_food_variable
    • 增加该省份所有地点的繁荣度,数值为基于该省份平均控制度计算出的变量 target_province_control_prosperity_variable
    • 增加该省份所有属于玩家的人口满意度,数值为基于该省份平均控制度计算出的变量 target_province_control_pop_satisfaction_variable
  • 如果玩家拥有 allow_righteousness 修正,则增加少量“义理”(righteousness_weak_bonus)。

选项 B

  • 国家稳定度小幅下降(add_stability = stability_weak_penalty)。
  • 在目标省份(食物储备最低且人口最多的省份)执行以下隐藏效果:
    • 该省份所有地点的繁荣度轻微下降(prosperity_very_weak_penalty)。
    • 该省份所有属于玩家的人口满意度大幅下降(pop_satisfaction_severe_penalty)。
  • 如果玩家拥有 allow_harmony 修正,则“和谐度”小幅向均衡值移动(harmony_mild_towards_equilibrium = yes)。

背景介绍: 此事件模拟了在中华大地上可能爆发的局部饥荒。当某个省份的食物储备严重不足时,朝廷将面临严峻的民生考验。玩家可以选择投入资源赈济灾民、恢复生产,以稳定局势并赢取民心;或者选择不作为,但这将导致地方凋敝、民怨沸腾,并动摇国家的稳定根基。

完整事件代码

flavor_chi.20 = {	#Famine in [target_province.GetNameWithNoTooltip]
	type = country_event
	title = flavor_chi.20.title
	desc = flavor_chi.20.desc

	trigger = {
		tag = CHI
		any_province = {
			province_food_percentage < 0.25
		}
	}

	illustration_tags = {
		10 = angry
		10 = exterior
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
		ordered_province = {
			limit = { province_food_percentage < 0.25 }
			order_by = population
			max = 1
			check_range_bounds = no
			save_scope_as = target_province
		}
		set_variable = {
			name = target_province_average_control_variable
			value = scope:target_province.province_average_control
			months = 5
		}
		set_variable = {
			name = target_province_control_food_variable
			value = {
				add = var:target_province_average_control_variable
				divide = 3
			}
		}
		set_variable = {
			name = target_province_control_prosperity_variable
			value = {
				add = var:target_province_average_control_variable
				divide = 5
			}
		}
		set_variable = {
			name = target_province_control_pop_satisfaction_variable
			value = {
				add = var:target_province_average_control_variable
				divide = 2
			}
		}
		set_variable = {
			name = target_province_control_prosperity_variable_display
			value = {
				add = var:target_province_control_prosperity_variable
				multiply = 100
			}
		}
		set_variable = {
			name = target_province_control_pop_satisfaction_variable_display
			value = {
				add = var:target_province_control_pop_satisfaction_variable
				multiply = 100
			}
		}
	}

	option = {
		name = flavor_chi.20.a

		change_gold_effect = { scale = -1 }
		custom_tooltip = every_location_in_province_food_prosperity_satisfaction_tt
		hidden_effect = {
			scope:target_province = {
				change_province_food_percentage = root.var:target_province_control_food_variable
				every_location_in_province = {
					change_prosperity = root.var:target_province_control_prosperity_variable
					every_pop = {
						limit = {
							owner = root
						}
						add_pop_satisfaction = root.var:target_province_control_pop_satisfaction_variable
					}
				}
			}
		}
		if = {
			limit = { modifier:allow_righteousness = yes }
			add_righteousness = righteousness_weak_bonus
		}
	}

	option = {
		name = flavor_chi.20.b

		add_stability = stability_weak_penalty
		custom_tooltip = target_province_loses_prosperity_and_pop_satisfaction_tt
		hidden_effect = {
			scope:target_province = {
				every_location_in_province = {
					change_prosperity = prosperity_very_weak_penalty
					every_pop = {
						limit = {
							owner = root
						}
						add_pop_satisfaction = pop_satisfaction_severe_penalty
					}
				}
			}
		}
		if = {
			limit = { modifier:allow_harmony = yes }
			harmony_mild_towards_equilibrium = yes
		}
	}

	after = {
		remove_variable = target_province_control_prosperity_variable_display
		remove_variable = target_province_control_pop_satisfaction_variable_display
	}
}