Prediger (Lutheranisch)
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Prediger (Lutheranisch)

lutheran_preachersin_game/common/building_types/situation_buildings.txt:1

Als Teil der Die Reformation stellen lutheranische Prediger die örtlichen Missionare des lutheranischen Glaubens, die ihre Lehren unter den Katholiken verbreiten.

ErfordertJesuiten erlaubtPolitliniecan destroyKatholizismusReligioncan destroyLutheranertumReligioncountry potential, remove ifKonzil von TrientSituationremove ifDie ReformationSituationcountry potential, on built, on destroyed, remove ifreformation_lutheran_preachers_counterVariableon built, on destroyed

Modifikatoren

Definitionin_game/common/building_types/situation_buildings.txt:1

2audio_tier = 2
3is_special = yes
4max_levels = reformation_preachers_max_level
5pop_type = clergy
7category = religious_category
9can_close = no
11employment_size = religious_building_employment
13rural_settlement = yes
14town = yes
15city = yes
16megalopolis = yes
18country_potential = {
19religion ?= religion:lutheran
21situation_is_active = yes
}
}
24allow = {
25owner ?= {
25this = scope:actor
}
26is_city = yes
}
28can_destroy = {
29custom_tooltip = {
30text = jesuits_allowed_or_non_catholic Wenn wir Katholizismus sind, benötigen wir die Politlinie „Jesuiten erlaubt“
31owner = {
32OR = {
33has_policy = jesuits_allowed
34religion != religion:catholic
}
}
}
}
41remove_if = {
42OR = {
43location = {
44dominant_religion ?= religion:lutheran
46situation_is_active = yes
}
}
49AND = {
51situation_is_active = no
52situation_has_ended = yes
}
}
}
}
59destroy_price = remove_lutheran_preacher
60on_built = {
61hidden_effect = {
62if = {
63limit = {
63is_situation_active = situation:reformation
}
65if = {
66limit = {
}
67change_variable = {
}
}
72else = {
73set_variable = {
}
}
}
}
}
}
82on_destroyed = {
83hidden_effect = {
84if = {
85limit = {
85is_situation_active = situation:reformation
}
87if = {
88limit = {
}
89change_variable = {
}
}
94if = {
95limit = {
96OR = {
}
}
104set_variable = {
}
}
}
}
}
}
115possible_production_methods = {
}
119construction_demand = estate_construct_building
121build_time = generic_event_building
123modifier = {
}
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