Baumaterialien erweitern
Missionsaufgabe

Baumaterialien erweitern

mission_expand_construction_materialsin_game/common/missions/generic_capital_economy_mission_pack.txt:370

Bevor wir versuchen können, unsere Produktion in Manufakturen anzukurbeln, müssen wir uns einen verlässlichen Zugang zu Baumaterial sichern. Eine der möglichen Vorgehensweisen wäre, die Gewinnung solcher Rohstoffe in unseren Landen zu steigern.

ErfordertLehmWareenabled, on completionNutzholzWareenabled, on completionSandWareenabled, on completionSteinWareenabled, on completionManufakturschwerpunktMissionsaufgaberequiresmission_target_goodsVariablevisiblemission_task_construction_material_outputVariableenabled

  1. 372has_variable = mission_target_goods
  2. 374mission_task_completed = mission_task:mission_import_construction_materials
    414add_country_modifier = {
    416years = 5
    417mode = replace
    }
    419ordered_owned_location = {
    420limit = {
    421OR = {
    422raw_material = goods:lumber
    423raw_material = goods:stone
    424raw_material = goods:sand
    425raw_material = goods:clay
    }
    }
    428order_by = raw_material_output
    429check_range_bounds = no
    430max = {
    431value = "estate_power(estate_type:crown_estate)"
    432multiply = 5
    433ceiling = yes
    }
    435change_prosperity = prosperity_weak_bonus (0.1)
    }

371icon = rudimentary_coastal_ship_repair
375highlight = {
376has_owner = yes
377owner = root
378raw_material ?= {
379OR = {
380this = goods:lumber
381this = goods:stone
382this = goods:sand
383this = goods:clay
}
}
386trigger_if = {
387limit = {
387root = {
}
}
388raw_material_output < root.var:mission_task_construction_material_output
}
390is_full_expanded_rgo = no
}
392enabled = {
393trigger_if = {
394limit = {
}
395any_owned_location = {
396raw_material ?= {
397OR = {
398this = goods:lumber
399this = goods:stone
400this = goods:sand
401this = goods:clay
}
}
404OR = {
405raw_material_output >= root.var:mission_task_construction_material_output
406is_full_expanded_rgo = yes
}
}
}
410trigger_else = {
410always = no
}
}
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