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flavor_mlo.23 米兰的纺织业

时间范围:1337.1.1 - 1399.11.11(每月 1% 概率触发)

触发条件

  • 拥有 location:milano(米兰位置)
  • 任意拥有的位置满足:
    • 发展度 >= 20
    • 拥有至少1级的 fine_cloth_guild(优质纺织行会)建筑
  • 未处于战争状态 (at_war = no)

关键效果

  • 选项 A (flavor_mlo.23.a)

    • 若未拥有阶层特权 estate_privilege:milanese_cloth_guilds_privileges,则授予该特权。
    • 若已拥有该特权,则损失少量金钱 (change_gold_effect = { scale = -1 })。
    • 若以上皆非,则损失较多金钱 (change_gold_effect = { scale = -3 })。
    • 在所有满足 flavor_mlo_23_location_trigger 条件的位置中,按人口排序,对列表 core_locations 中的每个位置增加1点发展度 (change_development = development_weak_bonus) 和少量繁荣度 (change_prosperity = prosperity_mild_bonus)。
    • location:milano(目标位置):
      • fine_cloth_guild 建筑等级提升1级。
      • 增加少量市民阶层人口(文化、宗教与本国相同)。
    • 在欧洲大陆 (continent:europe) 的所有有商人存在的市场,添加持续240个月的 demand:italian_cloth(意大利布料)临时需求。
  • 选项 B (flavor_mlo.23.b)

    • 增加少量稳定度 (add_stability = stability_weak_bonus)。
    • 增加市民阶层少量不满度 (add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_mild_penalty })。

背景介绍: 14世纪,米兰凭借其发达的纺织业,尤其是优质布料的制造,成为欧洲重要的经济中心。该事件模拟了米兰公国在这一时期,依托其核心城市米兰和遍布的高发展度纺织行会,进一步巩固其纺织工业优势,并通过行会特权、产业升级和市场扩张来增强国力的历史进程。玩家可以选择支持纺织业发展(选项A),或采取更保守的政策以安抚其他势力(选项B)。

完整事件代码

flavor_mlo.23 = { #The Cloth Industry of Milan
	type = country_event
	title = flavor_mlo.23.title
	desc = flavor_mlo.23.desc

	image = "gfx/interface/icons/trade_goods/illustrations/icon_goods_cloth.dds"

	fire_only_once = yes
	dynamic_historical_event = {
		tag = MLO
		from = 1337.1.1
		to = 1399.11.11
		monthly_chance = 1
	}

	major = yes
	major_trigger = {
		capital.region = region:italy_region
	}
	trigger = {
		owns = location:milano #If you are Milan and don't own Milano, you have problems
		any_owned_location = {
			development >= 20
			has_building_with_at_least_one_level = fine_cloth_guild
		}
		at_war = no
	}

	immediate = {
		location:milano = {
			save_scope_as = target_location
		}
		random_owned_location = {
			limit = {
				development >= 20
				has_building_with_at_least_one_level = fine_cloth_guild
			}
			save_scope_as = target_location2
		}
		every_owned_location = {
			limit = { flavor_mlo_23_location_trigger = yes }
			add_to_list = core_locations
		}
	}

	option = {
		name = flavor_mlo.23.a

		if = {
			limit = {
				NOT = { has_estate_privilege = estate_privilege:milanese_cloth_guilds_privileges }
			}
			grant_estate_privilege = estate_privilege:milanese_cloth_guilds_privileges
		}
		else_if = {
			limit = { has_estate_privilege = estate_privilege:milanese_cloth_guilds_privileges }
			change_gold_effect = { scale = -1 }
		}
		else = {
			change_gold_effect = { scale = -3 }
		}
		ordered_owned_location = {
			order_by = population
			limit = { flavor_mlo_23_location_trigger = yes }
			max = {
				every_in_list = {
					list = core_locations
					add = 1
				}
			}
			change_development = development_weak_bonus
			change_prosperity = prosperity_mild_bonus
		}
		scope:target_location = {
			change_building_level_in_location = {
				building = building_type:fine_cloth_guild
				value = 1
			}
			add_pop = {
				culture = root.culture
				religion = root.religion
				type = pop_type:burghers
				size = 0.1
			}
		}

		every_market_with_merchants = {
			limit = {
				location.continent = continent:europe
			}
			add_temporary_demand = {
				type = demand:italian_cloth
				months = 240
			}
		}
	}

	option = {
		name = flavor_mlo.23.b

		add_stability = stability_weak_bonus
		add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_mild_penalty }
	}
}