
MissionsaufgabeIn dieser Version geändert
Bäuerliche Zufriedenheit
Die Bauernschaft bildet den Grundpfeiler unseres Reichs. Durch weise Regierungskunst für ihre Zufriedenheit zu sorgen, wird uns die nötige Stabilität und Befehlsgewalt für eine ehrgeizigere Entwicklung sichern.
GroßstadtOrtsrangon persistent completion
MegalopolisOrtsrangon persistent completionpeasants_relations_variableVariableenabled- 233custom_tooltip = {234text = designate_rural_location_for_next_task_tt Wir werden in nachfolgenden Missionsaufgaben einen Concept auswählen können235if = {236limit = {237scope:mission_target_location ?= {238OR = {239is_adjacent_to_lake = yes240has_river = yes}}}244set_variable = {246value = {247add = "scope:mission_target_location.location_building_level(building_type:irrigation_systems)"248multiply = 1.1249add = 1250min = 1251max = {252value = 1253add = {254value = scope:mission_target_location.development255multiply = 0.2}257if = {258limit = {259scope:mission_target_location = {259has_river = yes}}261add = 2}263add = root.modifier:irrigant_cap_level}265ceiling = yes}}}269if = {270limit = {271scope:mission_target_location ?= {271is_coastal = yes}}273set_variable = {275value = {276add = "scope:mission_target_location.location_building_level(building_type:fishing_village)"277multiply = 1.1278min = 1280ceiling = yes281max = {282add = 1283add = {284value = scope:mission_target_location.development285multiply = 0.1}287add = {288value = scope:mission_target_location.max_rgo_workers289multiply = 0.5}291if = {292limit = {293scope:mission_target_location = {293has_river = yes}}295add = 1}}}}}301set_variable = {303value = {304add = "scope:mission_target_location.location_building_level(building_type:market_village)"305multiply = 1.1306min = 1308ceiling = yes309max = {310add = 1311add = {312value = scope:mission_target_location.development313multiply = 0.1}315add = {316value = scope:mission_target_location.max_rgo_workers317multiply = 0.5}319if = {320limit = {321scope:mission_target_location = {321has_river = yes}}323add = 1}}}}328set_variable = {330value = {331add = "scope:mission_target_location.location_building_level(building_type:mason)"332multiply = 1.1333min = 1335ceiling = yes336max = {337add = 1338add = {339value = scope:mission_target_location.development340multiply = 0.1}342add = {343value = scope:mission_target_location.population344multiply = 0.05}346if = {347limit = {348OR = {}}350add = {351desc = "BUILDING_LEVEL_IS_CITY" Großstadt352value = 5}}}}}358set_variable = {360value = {361add = "scope:mission_target_location.location_building_level(building_type:rural_clothmaker)"362multiply = 1.1363min = 1365ceiling = yes366max = {367add = 1368add = {369value = scope:mission_target_location.development370multiply = 0.1}372add = {373value = scope:mission_target_location.population374multiply = 0.05}376if = {377limit = {378OR = {}}380add = {381desc = "BUILDING_LEVEL_IS_CITY" Großstadt382value = 5}}}}}388set_variable = {390value = {391add = scope:mission_target_location.num_buildings392multiply = 1.1393min = 1395ceiling = yes396max = 12}}399set_variable = {401value = {402add = scope:mission_target_location.population403multiply = 1.05404min = 1}}407set_variable = {409value = {410add = scope:mission_target_location.proximity411add = 10412max = 100}}}417custom_tooltip = selected_rural_proximity_and_less_90_percent_pop_tt Der ausgewählte Concept muss in der Nähe unseres Concept sein und unter 90 % Bevölkerungskapazität haben
199icon = abolished_serfdom
201enabled = {
202trigger_if = {
}
206trigger_else = {
207estate_satisfaction:peasants_estate >= 0.6
}
}
210duration = 0
211select_trigger = {
212looking_for_a = location
213interaction_source_list = {
214scope:actor = {
215every_owned_rural_location = {
216limit = {
217is_city = no
218location_population_percentage < 0.9
219proximity > 0
}
221add_to_list = source
}
}
}
225target_flag = mission_target_location
226name = "mission_task_select_rural_settlement" Concept für nachfolgende Missionsaufgaben auswählen
227none_available_msg_key = "mission_task_no_rural_settlement"
228column = {
228data = name
}
229column = {
229data = population
}
230column = {
230data = raw_material
}
}