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flavor_teu.16 普鲁士地区资源开发

时间范围:1350.1.1 - 1450.1.1(每月 1% 概率触发)

触发条件

  • 事件仅对 TEU(条顿骑士团)国家触发。
  • prussia_area(普鲁士地区)内,至少拥有 2location_rankcity(城市)或 town(城镇)的省份。

关键效果

  • 选项 A (flavor_teu.16.a):对事件列表中所有受影响的 citytown 省份,施加 development_mild_bonus(轻度发展度增益)和 prosperity_mild_bonus(轻度繁荣度增益)。
  • 选项 B (flavor_teu.16.b):对事件列表中所有受影响的 citytown 省份,施加 development_severe_penalty(重度发展度惩罚)。同时,国家获得一笔金额为 local_var:exploitation_benefit(基于受影响省份发展度计算的变量值)的金钱。
  • 选项 C (flavor_teu.16.c):为 burghers_estate(市民阶层)和 nobles_estate(贵族阶层)各增加 estate_satisfaction_weak_bonus(微弱阶层满意度增益)。

背景介绍: 在14至15世纪,条顿骑士团国控制下的普鲁士地区正经历着重要的经济与社会转型。骑士团作为军事修会,其统治模式与当地正在兴起的城镇经济和传统的贵族领地之间存在着复杂的互动关系。此事件模拟了骑士团管理层在面对普鲁士核心地区城镇发展时可能采取的不同政策路径:是选择投资促进城镇的长期繁荣,还是通过短期资源榨取来充实国库,抑或是采取平衡策略以安抚主要的社会阶层。

完整事件代码

flavor_teu.16 = {
	type = country_event
	title = flavor_teu.16.title
	desc = flavor_teu.16.desc

	fire_only_once = yes
	dynamic_historical_event = {
		tag = TEU
		from = 1350.1.1
		to = 1450.1.1
		monthly_chance = 1
	}

	illustration_tags = {
		10 = regular
		10 = interior
	}

	trigger = {
		area:prussia_area = {
			any_location_in_area = {
				owner ?= ROOT
				OR = {
					location_rank = location_rank:city
					location_rank = location_rank:town
				}
				count >= 2
			}
		}
	}

	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:burghers_estate }

		set_local_variable = {
			name = exploitation_benefit
			value = 0
		}
		area:prussia_area = {
			ordered_location_in_area = {
				limit = {
					owner ?= ROOT
					OR = {
						location_rank = location_rank:city
						location_rank = location_rank:town
					}
				}
				max = 5
				check_range_bounds = no
				order_by = population
				add_to_list = affected_cities
				change_local_variable = {
					name = exploitation_benefit
					add = development
				}
			}
		}
		change_local_variable = {
			name = exploitation_benefit
			multiply = 5
		}
	}

	option = {
		name = flavor_teu.16.a

		every_in_list = {
			list = affected_cities
			change_development = development_mild_bonus
			change_prosperity = prosperity_mild_bonus
		}
	}

	option = {
		name = flavor_teu.16.b

		every_in_list = {
			list = affected_cities
			change_development = development_severe_penalty
		}

		add_gold = local_var:exploitation_benefit
	}

	option = {
		name = flavor_teu.16.c

		add_estate_satisfaction = {
			type = estate_type:burghers_estate
			value = estate_satisfaction_weak_bonus
		}

		add_estate_satisfaction = {
			type = estate_type:nobles_estate
			value = estate_satisfaction_weak_bonus
		}
	}
}