flavor_mlo.36 米兰王宫
时间范围:1337.1.1 - 1400.12.30(每月 10% 概率触发)
触发条件:
- 国家处于和平且富裕状态。
- 国家拥有米兰地区。
- 米兰地区至少拥有一级“共和议会”或“皇家宫廷”建筑。
- 国家至少拥有一位建筑师类型的艺术家。
关键效果:
- 选项 A (flavor_mlo.36.a):
- 获得少量政府力量加成。
- 在米兰地区创建一件艺术品:
- 类型:宫殿
- 关键标识:
palazzo_reale_di_milano - 品质:65
- 艺术家:随机指定的本国建筑师
- 消耗相当于3倍规模的金币。
- 选项 B (flavor_mlo.36.b):
- 获得少量威望惩罚。
背景介绍: 该事件模拟了米兰公国在14世纪中后期,在和平繁荣时期于其首都米兰建造或扩建王宫(Palazzo Reale di Milano)的决策。这通常反映了统治者或政府为彰显国力、巩固统治中心而进行的重大建筑项目,需要动用国家财力并依赖顶尖的建筑师。
完整事件代码:
flavor_mlo.36 = { ##The Palazzo Reale di Milano
hide_portraits = yes
type = country_event
title = flavor_mlo.36.title
desc = flavor_mlo.36.desc
fire_only_once = yes
dynamic_historical_event = {
tag = MLO
from = 1337.1.1
to = 1400.12.30
monthly_chance = 10
}
trigger = {
peaceful_and_rich = yes
owns = location:milano #If you are Milan and don't own Milano, you have problems
location:milano = {
OR = {
has_building_with_at_least_one_level = republican_assembly
has_building_with_at_least_one_level = royal_court
}
}
any_artist = {
artist_type = architect
}
}
illustration_tags = {
10 = happy
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:nobles_estate }
location:milano = {
save_scope_as = target_location
}
random_artist = {
limit = { artist_type = architect }
save_scope_as = target_character
}
}
option = {
name = flavor_mlo.36.a
add_government_power = government_power_mild_bonus
scope:target_location = {
create_art = {
quality = 65
artist = scope:target_character
type = work_of_art_type:palace
key = palazzo_reale_di_milano
}
}
change_gold_effect = { scale = -3 }
}
option = {
name = flavor_mlo.36.b
add_prestige = prestige_weak_penalty
}
}