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。
- 仅限玩家 (
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