Esempio n. 1
0
        private Kingdom GoRebelKingdom(Clan clan, IEnumerable <Settlement> settlements)
        {
            var capital = settlements.First();
            var owner   = capital.OwnerClan;
            // create a new kingdom for the clan
            TextObject kingdomIntroText = new TextObject("{=Separatism_Kingdom_Intro_Anarchy}{RebelKingdom} was found in {Year} as a result of anarchy in fiefs of the {ClanName} when people of {Settlement} have called {Ruler} on rulership.", null);

            kingdomIntroText.SetTextVariable("Year", CampaignTime.Now.GetYear);
            kingdomIntroText.SetTextVariable("ClanName", owner.Name);
            kingdomIntroText.SetTextVariable("Settlement", capital.Name);
            kingdomIntroText.SetTextVariable("Ruler", clan.Leader.Name);
            var kingdom = clan.CreateKingdom(kingdomIntroText);

            // keep policies from the old settlement kingdom
            foreach (var policy in owner.Kingdom.ActivePolicies)
            {
                kingdom.AddPolicy(policy);
            }
            // move the clan out of its current kingdom
            clan.ChangeKingdom(null, false);
            // change settlement ownership
            foreach (var s in settlements)
            {
                ChangeOwnerOfSettlementAction.ApplyByRevolt(clan.Leader, s);
            }
            // move the clan into the new kingdom
            clan.ChangeKingdom(kingdom, false);
            // declare wars
            kingdom.InheritsWarsFromKingdom(owner.Kingdom);
            DeclareWarAction.Apply(owner.Kingdom, kingdom);

            return(kingdom);
        }
Esempio n. 2
0
        private Kingdom GoRebelKingdom(Clan clan)
        {
            // create a new kingdom for the clan
            TextObject kingdomIntroText = new TextObject("{=Separatism_Kingdom_Intro}{RebelKingdom} was found in {Year} when the {ClanName} have rised a rebellion against {Ruler} ruler of {Kingdom}.", null);

            kingdomIntroText.SetTextVariable("Year", CampaignTime.Now.GetYear);
            kingdomIntroText.SetTextVariable("ClanName", clan.Name);
            kingdomIntroText.SetTextVariable("Ruler", clan.Kingdom.Ruler.Name);
            kingdomIntroText.SetTextVariable("Kingdom", clan.Kingdom.Name);
            var kingdom = clan.CreateKingdom(kingdomIntroText);

            // keep policies from the old clan kingdom
            foreach (var policy in clan.Kingdom.ActivePolicies)
            {
                kingdom.AddPolicy(policy);
            }
            // move the clan into its new kingdom
            clan.ChangeKingdom(kingdom, true);

            return(kingdom);
        }