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flavor_mlo.30 米兰的冶金中心

时间范围

  • 起始日期:1340.1.1
  • 结束日期:1390.12.30
  • 触发概率:每月 1% 概率

触发条件

  • 拥有米兰(milano)地区
  • 国家处于和平且富裕状态(peaceful_and_rich = yes
  • 国内至少生产以下一种资源:
    • 铁(iron)
    • 铜(copper)

关键效果

选项 A:flavor_mlo.30.a

  • 历史选项:是
  • 在随机选定的一个拥有采矿原材料的省份(target_location)中:
    • 增加 1 个最大原材料工人容量(change_max_raw_material_workers = 1
    • 添加 1 个与本国文化、宗教相同的农民人口(pop_type:peasants
    • 大幅提升繁荣度(prosperity_severe_bonus
  • 国家支出一定数量的金钱(change_gold_effect = { scale = -1 }

选项 B:flavor_mlo.30.b

  • 在随机选定的一个拥有采矿原材料的省份(target_location)中:
    • 随机选择一个属于本国、类型为农民(pop_type:peasants)的人口,并小幅提升其满意度(pop_satisfaction_mild_bonus
    • 微弱提升繁荣度(prosperity_very_weak_bonus

背景介绍

在14世纪中后期,米兰公国凭借其和平稳定的环境和丰富的矿产资源(尤其是铁和铜),逐渐发展成为欧洲重要的冶金中心。这一时期,米兰的统治者有意识地投资于矿业和金属加工业,不仅提升了本地的经济繁荣,也吸引了更多劳动力聚集,为后来的工业发展奠定了基础。该事件反映了米兰如何利用其地理与资源优势,在中世纪晚期强化其经济地位。

完整事件代码

flavor_mlo.30 = { #The Metallurgical Center of Milano
	type = country_event
	title = flavor_mlo.30.title
	desc = flavor_mlo.30.desc

	fire_only_once = yes
	dynamic_historical_event = {
		tag = MLO
		from = 1340.1.1
		to = 1390.12.30
		monthly_chance = 1
	}

	trigger = {
		owns = location:milano
		peaceful_and_rich = yes
		OR = {
			produced_in_country:iron > 0
			produced_in_country:copper > 0
		}
	}

	illustration_tags = {
        10 = regular
        10 = interior
    }

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:burghers_estate background = estate_type:burghers_estate }
		random_owned_location = {
			limit = { has_good_mining_raw_material = yes }
			save_scope_as = target_location
		}
	}

	option = {
		name = flavor_mlo.30.a
		historical_option = yes

		scope:target_location = {
			change_max_raw_material_workers = 1
			add_pop = {
				culture = root.culture
				religion = root.religion
				type = pop_type:peasants
				size = 1
			}
			change_prosperity = prosperity_severe_bonus
		}

		change_gold_effect = { scale = -1 }
	}

	option = {
		name = flavor_mlo.30.b

		scope:target_location = {
			random_pop = {
				limit = {
					owner = root
					pop_type = pop_type:peasants
				}
				add_pop_satisfaction = pop_satisfaction_mild_bonus
			}
			change_prosperity = prosperity_very_weak_bonus
		}
	}
}