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flavor_dan.1 布吕哈迪洪水

时间范围:1600.1.1 - 1680.1.1,每月 4% 概率触发

触发条件

  • 玩家控制的国家标签为 DAN
  • 满足以下任一条件:
    1. 国家在过去60个月内经历过战争 并且 拥有以下任一地区:heidehusumribe
    2. 国家拥有变量 flood_follow_event

关键效果

  • 唯一选项flavor_dan.1.a
    • 对于玩家拥有的每个地区(heidehusumribe),执行以下操作:
      • drown_pops = yes:淹死部分人口。
      • change_prosperity = prosperity_radical_penalty:大幅降低地区繁荣度。
      • 根据地区建筑等级排序,摧毁一定数量的建筑等级(至少摧毁1级,并额外摧毁总建筑数的1/6)。
    • 如果玩家不拥有某个地区,则该地区的所有者将被设置变量 flood_follow_event,并立即(静默)触发此相同事件。
    • 如果玩家在触发时已拥有 flood_follow_event 变量,该变量将被移除。

背景介绍: 此事件模拟了17世纪发生在丹麦(DAN)石勒苏益格-荷尔斯泰因地区,特别是北海沿岸的毁灭性风暴潮洪水,历史上被称为“布吕哈迪洪水”或类似事件。这类洪水频繁侵袭低洼沿海地区,造成大量人口死亡、财产损失和农业用地盐碱化,对当地经济和社会结构产生深远影响。事件设定在战争后的脆弱时期触发,反映了自然灾害如何加剧战后恢复的困难。

完整事件代码

flavor_dan.1 = { #Bruchardi Flood
	type = country_event
	title = flavor_dan.1.title
	desc = flavor_dan.1.desc
	historical_info = flavor_dan.1.historical_info

	fire_only_once = yes
	dynamic_historical_event = {
		tag = DAN
		from = 1600.1.1
		to = 1680.1.1
		monthly_chance = 4
	}

	illustration_tags = {
		10 = angry
		10 = exterior
	}

	immediate = {
		event_illustration_poptype_effect = { foreground = pop_type:peasants background = pop_type:peasants }
	}

	trigger = {
		OR = {
			AND = {
				months_since_war <= 60
				OR = {
					owns = location:heide
					owns = location:husum
					owns = location:ribe
				}
			}
			has_variable = flood_follow_event
		}
	}

	option = {
		name = flavor_dan.1.a
		if = {
			limit = {
				owns = location:heide
			}
			location:heide = {
				drown_pops = yes
				change_prosperity = prosperity_radical_penalty
				ordered_buildings_in_location = {
					order_by = building_level
					max = {
						value = 1

						add = {
							value = num_buildings
							divide = 6
						}
					}

					location = { catastrophic_destroy_building_levels_in_location = yes }
				}
			}
		}
		else = {
			location:heide.owner = {
				set_variable = flood_follow_event
				trigger_event_silently = flavor_dan.1
			}
		}
		if = {
			limit = {
				owns = location:husum
			}
			location:husum = {
				drown_pops = yes
				change_prosperity = prosperity_radical_penalty
				ordered_buildings_in_location = {
					order_by = building_level
					max = {
						value = 1

						add = {
							value = num_buildings
							divide = 6
						}
					}

					location = { catastrophic_destroy_building_levels_in_location = yes }
				}
			}
		}
		else = {
			location:husum.owner = {
				set_variable = flood_follow_event
				trigger_event_silently = flavor_dan.1
			}
		}
		if = {
			limit = {
				owns = location:ribe
			}
			location:ribe = {
				drown_pops = yes
				change_prosperity = prosperity_radical_penalty
				ordered_buildings_in_location = {
					order_by = building_level
					max = {
						value = 1

						add = {
							value = num_buildings
							divide = 6
						}
					}

					location = { catastrophic_destroy_building_levels_in_location = yes }
				}
			}
		}
		else = {
			location:ribe.owner = {
				set_variable = flood_follow_event
				trigger_event_silently = flavor_dan.1
			}
		}
		if = {
			limit = { has_variable = flood_follow_event }
			remove_variable = flood_follow_event
		}
	}
}