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flavor_nap.101 阿马尔菲的毁灭

时间范围:1318年1月1日 - 1368年1月1日(每月 5% 概率触发)

触发条件

  • 国家 NAP 拥有萨莱诺(Salerno)地区。

关键效果

  • 选项 A (历史选项)
    • 对萨莱诺地区造成严重破坏:繁荣度大幅下降,人口减少20%,并摧毁该地区约1/6的最高等级建筑。
    • 对萨莱诺的每个港口邻接地区造成连带影响:繁荣度小幅下降,人口减少5%。
  • 选项 B
    • 国家 NAP 损失相当于萨莱诺地区所有者月贸易与税收收入的黄金。
    • 对萨莱诺地区造成与选项A相同的严重破坏及连带影响。

背景介绍: 该事件模拟了中世纪晚期意大利南部重要港口城市阿马尔菲的衰落与毁灭。阿马尔菲曾是一个繁荣的海上共和国和贸易中心,但在14世纪,由于一系列因素如比萨和热那亚的竞争、诺曼征服后的政治变迁、海盗袭击以及1348年黑死病的打击,其经济和政治地位急剧下降,最终走向衰败。此事件反映了该地区在这一历史时期所遭受的严重社会经济冲击。

完整事件代码

flavor_nap.101 = { #The Destruction of Amalfi
	type = country_event

	title = flavor_nap.101.title
	desc = flavor_nap.101.desc

	image = "gfx/interface/illustrations/location/sea/ocean_bigger.dds"

	fire_only_once = yes
	dynamic_historical_event = {
		tag = NAP
		tag = TWS
		from = 1318.1.1
		to = 1368.1.1
		monthly_chance = 5
	}

	trigger = {
		c:NAP = {
			owns = location:salerno
		}
	}

	immediate = {
		location:salerno = {
			save_scope_as = target_location
		}
	}

	option = {
		name = flavor_nap.101.a
        historical_option = yes

		custom_tooltip = flavor_nap.101.a.tt
		hidden_effect = {
			scope:target_location = {
				change_prosperity = prosperity_severe_penalty
				every_pop = {
					add_pop_size = {
						value = pop_size
						multiply = -0.20
					}
				}
				ordered_buildings_in_location = {
					order_by = building_level
					max = {
						value = 1

						add = {
							value = num_buildings # In this case the context is location
							divide = 6
						}
					}

					location = { major_destroy_building_levels_in_location = yes }
				}
				every_neighbor_location = {
					limit = {
						is_port = yes
					}
					change_prosperity = prosperity_weak_penalty
					every_pop = {
						add_pop_size = {
							value = pop_size
							multiply = -0.05
						}
					}
				}
			}
		}
	}

	option = {
		name = flavor_nap.101.b

		custom_tooltip = flavor_nap.101.b.tt

		c:NAP = {
			add_gold = { value = location:salerno.owner.monthly_income_trade_and_tax multiply = -1 }
		}
		hidden_effect = {
			scope:target_location = {
				change_prosperity = prosperity_severe_penalty
				every_pop = {
					add_pop_size = {
						value = pop_size
						multiply = -0.20
					}
				}
				ordered_buildings_in_location = {
					order_by = building_level
					max = {
						value = 1

						add = {
							value = location.num_buildings
							divide = 6
						}
					}

					location = { major_destroy_building_levels_in_location = yes }
				}
				every_neighbor_location = {
					limit = {
						is_port = yes
					}
					change_prosperity = prosperity_weak_penalty
					every_pop = {
						add_pop_size = {
							value = pop_size
							multiply = -0.05
						}
					}
				}
			}
		}
	}
}