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。
- 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
- 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)。
- 该省份所有地点的繁荣度轻微下降(
- 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
}
}