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:
- 国家在过去60个月内经历过战争 并且 拥有以下任一地区:
heide、husum或ribe。 - 国家拥有变量
flood_follow_event。
- 国家在过去60个月内经历过战争 并且 拥有以下任一地区:
关键效果:
- 唯一选项:
flavor_dan.1.a- 对于玩家拥有的每个地区(
heide、husum、ribe),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。
- 对于玩家拥有的每个地区(
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
}
}
}