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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
	}
}