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flavor_tim.8 帖木儿崛起

时间范围:1360.1.1 - 1400.1.1(每月 60% 概率)

触发条件

  • 角色 chg_timur_lame_borjigin 必须存活且为成年人。
  • 控制撒马尔罕地区。
  • 帖木儿帝国(TIM)不存在。

关键效果

  • 选项 A (flavor_tim.8.a):
    • 启用情境效果“帖木儿崛起”。
  • 选项 B (flavor_tim.8.b):
    • 仅限玩家 (is_ai = no)。
    • 启用情境效果“帖木儿崛起”。
    • 将玩家控制的国家切换为新成立的帖木儿帝国。

历史选项:无

背景介绍: 此事件模拟了14世纪后期,突厥化蒙古军事领袖帖木儿在中亚的崛起。帖木儿以撒马尔罕为基地,通过军事征服整合了原察合台汗国的部分领土,建立了强大的帖木儿帝国。该事件标志着帖木儿帝国的正式建立,并为其后续的扩张奠定了基础。

完整事件代码

flavor_tim.8 = {
	hide_portraits = yes
	type = country_event
	title = flavor_tim.8.title
	desc = flavor_tim.8.desc
	fire_only_once = yes
	illustration_tags = {
		10 = armed
		10 = exterior
	}
	dynamic_historical_event = {
		tag = CHG
		tag = NGD
		tag = QUN
		tag = BSD
		tag = ART
		tag = APD
		tag = SLD
		tag = BRL
		tag = YSU
		tag = KTT
		tag = JLY
		from = 1360.1.1
		to = 1400.1.1
		monthly_chance = 60
	}

	major = yes
	major_trigger = {
		is_chagatai_or_valid_vassal = yes
	}

	trigger = {
		character:chg_timur_lame_borjigin = {
			is_alive = yes
			is_adult = yes
		}
		owns = location:samarkand
		NOT = { country_exists = c:TIM }
	}
	immediate = {
		event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:nobles_estate }
		character:chg_timur_lame_borjigin = {
			save_scope_as = target_character
		}
		set_global_variable = {
			name = timur_character
			value = character:chg_timur_lame_borjigin
		}
		c:CHG ?= { save_scope_as = target_chagatai }
		c:TIM = { save_scope_as = target_country }
		location:samarkand = {
			save_scope_as = target_location
			area = {
				every_location_in_area = {
					limit = {
						owner ?= {
							OR = {
								this = root
								is_chagatai_or_valid_vassal = yes
							}
						}
					}
					add_core = scope:target_country
				}
			}
		}
		scope:target_location = {
			floodfill_locations = {
				limit = {
					owner ?= {
						OR = {
							this = root
							is_chagatai_or_valid_vassal = yes
						}
					}
					OR = {
						is_core_of = scope:target_country
						AND = {
							exists = scope:target_chagatai
							"this.distance_to(scope:target_chagatai.capital)" > "this.distance_to(scope:target_location)"
						}
					}
				}
				add_core = scope:target_country
			}
			#create an army so that a released army based country does actually think it exists
			while =  {
				count = 12
				create_sub_unit_with_owner = {
					type = a_steppe_horse_archers
					owner = scope:target_country
				}
			}
		}
		create_country_from_cores_in_our_locations = scope:target_country
		scope:target_country = {
			set_capital = scope:target_location
			set_new_ruler = global_var:timur_character
			set_variable = {
				name = tim_founding_father
				value = global_var:timur_character
			}
			change_culture = culture:khorezmian_culture
			change_country_type = army
			change_government_type = government_type:steppe_horde
			add_reform = government_reform:legacy_of_genghis
			change_heir_selection = heir_selection:tribal_oldest_male
			add_policy = policy:mongol_law_policy
			change_country_color = map_TIM
			setup_societal_values = {
				centralization_vs_decentralization = -60
				traditionalist_vs_innovative = 40
				spiritualist_vs_humanist = -50
				aristocracy_vs_plutocracy = -60
				serfdom_vs_free_subjects = 50
				mercantilism_vs_free_trade = 50
				belligerent_vs_conciliatory = -80
				quality_vs_quantity = -50
				offensive_vs_defensive = -90
				land_vs_naval = -80
				capital_economy_vs_traditional_economy = 100
				individualism_vs_communalism = 60
				outward_vs_inward = -20
			}
			if = {
				limit = { country_rank_level < 3 }
				set_country_rank = country_rank:rank_kingdom
			}
			add_horde_unity = horde_unity_extreme_bonus
			add_gold = 3000
			add_estate_satisfaction = { type = estate_type:nobles_estate value = estate_satisfaction_radical_bonus }
			add_estate_satisfaction = { type = estate_type:clergy_estate value = estate_satisfaction_radical_bonus }
			add_estate_satisfaction = { type = estate_type:peasants_estate value = estate_satisfaction_radical_bonus }
			add_estate_satisfaction = { type = estate_type:burghers_estate value = estate_satisfaction_radical_bonus }
			every_owned_location = {
				change_control = control_radical_bonus
			}
			every_province = {
				limit = { any_location_in_province = { NOT = { integration_level = core } } }
				change_province_integration = core
			}
		}
		cancel_subject = scope:target_country
		scope:target_location = {
			if = {
				limit = {
					NOT = { has_building = building_type:kurultai }
				}
				construct_building = {
					building_type = building_type:kurultai
					cost_multiplier = 0
					cost_multiplier_reason = "game_concept_event"
					instant = yes
				}
			}
		}
	}
	option = {
		name = flavor_tim.8.a
		custom_tooltip = flavor_tim.8.a.at
		custom_tooltip = flavor_tim.8.a.bt
		enable_situation_effect = { type = rise_of_timur }
	}
	option = {
		name = flavor_tim.8.b
		trigger = {
			is_ai = no
		}
		custom_tooltip = flavor_tim.8.a.at
		custom_tooltip = flavor_tim.8.a.bt
		change_player = scope:target_country
		enable_situation_effect = { type = rise_of_timur }
	}

	after = {
		activate_situation = situation:rise_of_timur
		scope:target_country = {
			every_neighbor_country = {
				limit = {
					this != scope:target_country
					OR = {
						any_owned_location = {
							is_core_of = scope:target_country
							count = all
						}
						this = c:CHG
					}
				}
				set_variable = { name = had