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flavor_geo.22 恢复[ROOT.GetCountry.GetGovernment.GetEstateNameWithNoTooltip(‘clergy_estate’)]

时间范围:1370.1.1 - 1400.3.14,每月 1% 概率触发

触发条件

  • 贵族阶层(nobles_estate)的权力大于教士阶层(clergy_estate)的权力。
  • 贵族阶层(nobles_estate)的权力大于 0.4。
  • 首都省份至少存在一个贵族阶层人口(pop_type:nobles)。

关键效果

  • 选项 A (flavor_geo.22.a)

    • 贵族阶层满意度:estate_satisfaction_radical_penalty(激进惩罚)。
    • 教士阶层满意度:estate_satisfaction_radical_bonus(激进奖励)。
    • 在首都随机选取一个属于本国的贵族阶层人口:
      • 其满意度增加 pop_satisfaction_extreme_penalty(极端惩罚)。
      • 该人口中 75% 的部分分裂并转变为农民阶层(pop_type:peasants)。
    • 国家稳定度:stability_extreme_penalty(极端惩罚)。
  • 选项 B (flavor_geo.22.b)

    • 贵族阶层满意度:estate_satisfaction_severe_penalty(严重惩罚)。
    • 教士阶层满意度:estate_satisfaction_severe_bonus(严重奖励)。
    • 在首都随机选取一个属于本国的贵族阶层人口:
      • 其满意度增加 pop_satisfaction_extreme_penalty(极端惩罚)。
      • 该人口中 25% 的部分分裂并转变为农民阶层(pop_type:peasants)。
  • 选项 C (flavor_geo.22.c)

    • 贵族阶层满意度:estate_satisfaction_mild_bonus(轻微奖励)。
    • 教士阶层满意度:estate_satisfaction_severe_penalty(严重惩罚)。
    • 在首都随机选取一个属于本国的教士阶层人口(pop_type:clergy):
      • 其满意度增加 pop_satisfaction_ultimate_penalty(终极惩罚)。

背景介绍: 在14世纪末的格鲁吉亚,随着贵族阶层权力的不断膨胀,其影响力逐渐压倒了传统的教士阶层。首都的贵族们聚集一堂,对国家事务施加着越来越大的影响。这一事件反映了当时格鲁吉亚国内世俗贵族与宗教势力之间微妙的权力平衡被打破,统治者面临着如何应对这一社会结构变化的抉择:是顺应贵族势力的崛起,还是尝试恢复教士阶层的传统地位,抑或是采取折中方案?不同的选择将深刻影响国内各阶层的忠诚度与社会稳定。

完整事件代码

flavor_geo.22 = { #Restoration of the [ROOT.GetCountry.GetGovernment.GetEstateNameWithNoTooltip('clergy_estate')]
	hide_portraits = yes
	type = country_event
	title = flavor_geo.22.title
	desc = flavor_geo.22.desc

	fire_only_once = yes
	dynamic_historical_event = {
		tag = GEO
		from = 1370.1.1
		to = 1400.3.14
		monthly_chance = 1
	}

	trigger = {
		"estate_power(estate_type:nobles_estate)" > "estate_power(estate_type:clergy_estate)"
		"estate_power(estate_type:nobles_estate)" > 0.4
		capital = {
			any_pop = {
				pop_type = pop_type:nobles
			}
		}
	}

	illustration_tags = {
		10 = interior
		10 = angry
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:clergy_estate background = estate_type:nobles_estate }
		ruler_or_regent = { save_scope_as = target_character}
		capital = {
			save_scope_as = target_location
			event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:clergy_estate }
		}
	}

	option = {
		name = flavor_geo.22.a

		add_estate_satisfaction = {
			type = estate_type:nobles_estate
			value = estate_satisfaction_radical_penalty
		}
		add_estate_satisfaction = {
			type = estate_type:clergy_estate
			value = estate_satisfaction_radical_bonus
		}
		scope:target_location = {
			random_pop = {
				limit = {
					owner = root
					pop_type = pop_type:nobles
				}
				add_pop_satisfaction = pop_satisfaction_extreme_penalty
				split_pop = {
					fraction = 0.75
					type = pop_type:peasants
				}
			}
		}
		add_stability = stability_extreme_penalty
	}
	option = {
		name = flavor_geo.22.b

		add_estate_satisfaction = {
			type = estate_type:nobles_estate
			value = estate_satisfaction_severe_penalty
		}
		add_estate_satisfaction = {
			type = estate_type:clergy_estate
			value = estate_satisfaction_severe_bonus
		}
		scope:target_location = {
			random_pop = {
				limit = {
					owner = root
					pop_type = pop_type:nobles
				}
				add_pop_satisfaction = pop_satisfaction_extreme_penalty
				split_pop = {
					fraction = 0.25
					type = pop_type:peasants
				}
			}
		}
	}

	option = {
		name = flavor_geo.22.c

		add_estate_satisfaction = {
			type = estate_type:nobles_estate
			value = estate_satisfaction_mild_bonus
		}
		add_estate_satisfaction = {
			type = estate_type:clergy_estate
			value = estate_satisfaction_severe_penalty
		}
		scope:target_location = {
			random_pop = {
				limit = {
					owner = root
					pop_type = pop_type:clergy
				}
				add_pop_satisfaction = pop_satisfaction_ultimate_penalty
			}
		}
	}
}