Ampliar los materiales de construcción
Tarea de misión

Ampliar los materiales de construcción

mission_expand_construction_materialsin_game/common/missions/generic_capital_economy_mission_pack.txt:370

Para que nuestra producción manufacturera crezca, antes debemos asegurar el acceso a materiales de construcción fiables. Una manera sería el aumento de la explotación de dichos recursos dentro de nuestras tierras.

RequiereArcillaBienenabled, on completionMaderaBienenabled, on completionArenaBienenabled, on completionPiedraBienenabled, on completionEnfoque manufactureroTarea de misiónrequiresmission_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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