flavor_grm.1 附庸国独立
时间范围:无特定日期范围(fire_only_once = yes,一旦触发即永久生效)
触发概率:无月度概率(一次性事件)
触发条件
- 国家拥有的附庸国数量大于 1 (
num_subjects > 1)
关键效果
选项 A
- 名称:
flavor_grm.1.a - 历史选项:是
- AI 选择权重:10
- 效果:
- 获得少量政府权力惩罚 (
add_government_power = government_power_mild_penalty)
- 获得少量政府权力惩罚 (
选项 B
- 名称:
flavor_grm.1.b - 历史选项:否
- AI 选择权重:0(AI 永远不会选择此选项)
- 效果:
- 对所有在事件触发时脱离的附庸国(即拥有
broken_away_subject_variable变量的国家)宣战,使用“附庸国脱离”的宣战理由 (declare_war_with_cb,类型为casus_belli:cb_subject_broke_free)。 - 承受极端的稳定度惩罚 (
add_stability = stability_extreme_penalty)
- 对所有在事件触发时脱离的附庸国(即拥有
背景介绍
此事件模拟了一个国家因内部压力或外部干涉,导致其多个附庸国同时宣布独立的危机时刻。统治者面临两难抉择:是接受现实,集中精力处理国内事务,还是不惜一切代价,通过战争来维护帝国的完整与权威。选择战争将把国家拖入多线作战,并可能引发严重的国内动荡。
事件代码
flavor_grm.1 = {
type = country_event
fire_only_once = yes
title = flavor_grm.1.title
desc = flavor_grm.1.desc
historical_info = flavor_grm.1.historical_info
trigger = {
num_subjects > 1
}
major = yes
major_trigger = {
OR = {
is_neighbor_of = c:GRM
is_rival_of = c:GRM
is_enemy_of = c:GRM
AND = { #Because they are very relevant but not a neighbor of GRM
country_exists = c:AYD
this = c:AYD
}
}
}
illustration_tags = {
10 = angry
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:peasants_estate background = estate_type:peasants_estate }
previous_ruler ?= {
save_scope_as = target_character
}
save_scope_as = target_country
every_subject = {
root = {
cancel_subject = prev
}
set_variable = {
name = broken_away_subject_variable
years = 1
}
}
}
option = {
name = flavor_grm.1.a
historical_option = yes
ai_chance = {
factor = 10
}
add_government_power = government_power_mild_penalty
}
option = {
name = flavor_grm.1.b
ai_chance = {
factor = 0
}
every_known_country = {
limit = {
has_variable = broken_away_subject_variable
}
root = {
declare_war_with_cb = {
target = prev
type = casus_belli:cb_subject_broke_free
}
}
}
add_stability = stability_extreme_penalty
}
}