Bäuerliche Zufriedenheit
MissionsaufgabeIn dieser Version geändert

Bäuerliche Zufriedenheit

mission_peasants_estate_satisfactionin_game/common/missions/generic_traditional_economy_mission_pack.txt:198

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.

ErfordertGroßstadtOrtsrangon persistent completionMegalopolisOrtsrangon persistent completionpeasants_relations_variableVariableenabled

  1. 233custom_tooltip = {
    234text = designate_rural_location_for_next_task_tt Wir werden in nachfolgenden Missionsaufgaben einen Concept auswählen können
    235if = {
    236limit = {
    237scope:mission_target_location ?= {
    238OR = {
    239is_adjacent_to_lake = yes
    240has_river = yes
    }
    }
    }
    244set_variable = {
    246value = {
    247add = "scope:mission_target_location.location_building_level(building_type:irrigation_systems)"
    248multiply = 1.1
    249add = 1
    250min = 1
    251max = {
    252value = 1
    253add = {
    254value = scope:mission_target_location.development
    255multiply = 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 = 1.1
    278min = 1
    280ceiling = yes
    281max = {
    282add = 1
    283add = {
    284value = scope:mission_target_location.development
    285multiply = 0.1
    }
    287add = {
    288value = scope:mission_target_location.max_rgo_workers
    289multiply = 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 = 1.1
    306min = 1
    308ceiling = yes
    309max = {
    310add = 1
    311add = {
    312value = scope:mission_target_location.development
    313multiply = 0.1
    }
    315add = {
    316value = scope:mission_target_location.max_rgo_workers
    317multiply = 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 = 1.1
    333min = 1
    335ceiling = yes
    336max = {
    337add = 1
    338add = {
    339value = scope:mission_target_location.development
    340multiply = 0.1
    }
    342add = {
    343value = scope:mission_target_location.population
    344multiply = 0.05
    }
    346if = {
    347limit = {
    348OR = {
    348scope:mission_target_location.location_rank = location_rank:city
    348scope:mission_target_location.location_rank = location_rank:megalopolis
    }
    }
    350add = {
    351desc = "BUILDING_LEVEL_IS_CITY" Großstadt
    352value = 5
    }
    }
    }
    }
    }
    358set_variable = {
    360value = {
    361add = "scope:mission_target_location.location_building_level(building_type:rural_clothmaker)"
    362multiply = 1.1
    363min = 1
    365ceiling = yes
    366max = {
    367add = 1
    368add = {
    369value = scope:mission_target_location.development
    370multiply = 0.1
    }
    372add = {
    373value = scope:mission_target_location.population
    374multiply = 0.05
    }
    376if = {
    377limit = {
    378OR = {
    378scope:mission_target_location.location_rank = location_rank:city
    378scope:mission_target_location.location_rank = location_rank:megalopolis
    }
    }
    380add = {
    381desc = "BUILDING_LEVEL_IS_CITY" Großstadt
    382value = 5
    }
    }
    }
    }
    }
    388set_variable = {
    390value = {
    391add = scope:mission_target_location.num_buildings
    392multiply = 1.1
    393min = 1
    395ceiling = yes
    396max = 12
    }
    }
    399set_variable = {
    401value = {
    402add = scope:mission_target_location.population
    403multiply = 1.05
    404min = 1
    }
    }
    407set_variable = {
    409value = {
    410add = scope:mission_target_location.proximity
    411add = 10
    412max = 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 = {
203limit = {
203has_variable = peasants_relations_variable
}
204estate_satisfaction:peasants_estate >= var:peasants_relations_variable
}
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
}
}
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