
Mission
The Development of Trade

The world of business is full of cutthroat merchants and abundant competitiveness. However, there is much coin to be made in the exchange of goods and the establishment of faraway trade routes!
Enabled
- CapitalMarket exists
- Has Port
- Has > 0 Urban Location
- Has Embrace
Banking
Exact conditions
- Has game rule: NotMissions Disabled↗
- Has the
Burghers Estate - Does NOT have Variable: recently_had_generic_trade_variable
Exact conditions
- Set variable
- Name: target_navy_size_percentage_variable
- Value
- Add: RootNavy size percentage
- Add: 0.05
- Max: 1
- Set variable
- Name: total_coastal_fort_battery_levels_variable
- Value
- Add:
total_effective_building_levels:coastal_fort - Add:
total_effective_building_levels:naval_battery - Add
- Value:
total_effective_building_levels:coastal_fort - Add:
total_effective_building_levels:naval_battery - Multiply: 0.1
- Ceiling: yes
- Value:
- Min: 1
- Max
- Value:
num_of_non_rural_ports - Add: 1
- Value:
- Add:
- Set variable
- Name: total_wharf_levels_variable
- Value
- Add:
total_effective_building_levels:wharf - Add
- Value:
total_effective_building_levels:wharf - Multiply: 0.1
- Ceiling: yes
- Value:
- Min: 1
- Max
- Value:
num_of_non_rural_ports - Add: 1
- Value:
- Add:
- Set variable
- Name: total_dock_levels_variable
- Value
- Add:
total_effective_building_levels:dock - Add:
total_effective_building_levels:dry_dock - Add
- Value:
total_effective_building_levels:dock - Add:
total_effective_building_levels:dry_dock - Multiply: 0.1
- Ceiling: yes
- Value:
- Min: 1
- Max
- Value:
num_of_non_rural_ports - Add: 1
- Value:
- Add:
- Set variable
- Name: total_marketplace_levels_variable
- Value
- IfHas the
Commerce Center AdvanceThenAdd:total_effective_building_levels:commerce_centerElse ifHas the
Grand Marketplace AdvanceThenAdd:total_effective_building_levels:grand_marketplaceElse ifHas the
Merchant Quarters AdvanceThenAdd:total_effective_building_levels:merchants_quartersOtherwiseAdd:total_effective_building_levels:marketplace - Multiply: 1.1
- Ceiling: yes
- Min: 1
- Set variable
- Name: burgher_relations_variable
- Value
- Add:
estate_satisfaction:burghers_estate - Multiply: 1.1
- Min: 0.1
- Max: 0.6
- Add:
- Set variable
- Name: current_burgher_privs_variable
- Value
- Add:
estate(estate_type:burghers_estate).num_privileges - Add: 2
- Max: 10
- Add:
- Set variable
- Name: burghers_power_variable
- Value
- Add:
estate_power(estate_type:burghers_estate) - Add: 0.05
- Min: 0.1
- Max: 0.75
- Add:
- If↗Current Age is at least Reformation or later↗It is NOT the
Traditionsor
Renaissanceor
DiscoveryThen- Set variable
- Name: target_mercantilism_variable
- Value
- Add:
Mercantilism vs Free Trade - Subtract: 15
- Min: -95
- Max: -5
- Add:
- Set variable
- Name: target_free_trade_variable
- Value
- Add:
Mercantilism vs Free Trade - Add: 15
- Min: 5
- Max: 95
- Add:
- Set variable
- Ordered owned non rural locationwhereIs on the coastRandom neighbor locationwhere
- Is NOT a land location
- AreaIs Coastal Sea
- IfTarget maritime mission location existsThenSet variable
- Name: target_location_maritime_presence_variable
- Value
- Add:
scope:target_maritime_mission_location.location_maritime_presence_power(root) - Add
- Value:
scope:target_maritime_mission_location.location_maritime_presence_power(root) - Multiply: 0.1
- Add: 10
- Value:
- Max: 95
- Add:
- Set variable
- Name: target_merchant_capacity_market_variable
- Value
- Add:
capital.market.merchant_capacity(root) - Multiply: 1.1
- Min: 5
- Add:
- Set variable
- Name: target_merchant_capacity_modifier_variable
- Value
- Add:
Trade Capacity % - Add: 0.05
- Add:
Exact script
- Set variable
- Name: recently_had_generic_trade_variable
- Years: 10
- Remove variable: target_merchant_capacity_market_variable
- Remove variable: target_merchant_capacity_modifier_variable
- Remove variable: total_coastal_fort_battery_levels_variable
- Remove variable: total_dock_levels_variable
- Remove variable: burghers_power_variable
- Remove variable: total_wharf_levels_variable
- Remove variable: total_marketplace_levels_variable
- Remove variable: burgher_relations_variable
- Remove variable: current_burgher_privs_variable
- Remove variable: target_navy_size_percentage_variable
- IfHas Variable: target_location_maritime_presence_variableThenRemove variable: target_location_maritime_presence_variable
- IfHas Variable: target_mercantilism_variableThenRemove variable: target_mercantilism_variable
- IfHas Variable: target_free_trade_variableThenRemove variable: target_free_trade_variable
Exact script
- Set variable
- Name: recently_had_generic_trade_variable
- Years: 25
- Remove variable: target_merchant_capacity_market_variable
- Remove variable: target_merchant_capacity_modifier_variable
- Remove variable: total_coastal_fort_battery_levels_variable
- Remove variable: total_dock_levels_variable
- Remove variable: burghers_power_variable
- Remove variable: total_wharf_levels_variable
- Remove variable: total_marketplace_levels_variable
- Remove variable: burgher_relations_variable
- Remove variable: current_burgher_privs_variable
- Remove variable: target_navy_size_percentage_variable
- IfHas Variable: target_location_maritime_presence_variableThenRemove variable: target_location_maritime_presence_variable
- IfHas Variable: target_mercantilism_variableThenRemove variable: target_mercantilism_variable
- IfHas Variable: target_free_trade_variableThenRemove variable: target_free_trade_variable
Exact script
- Set variable
Requires 6
Estates
BurghersAbort, Visible
Advances
Merchant QuartersDiscoveryWhen it starts
Grand MarketplaceAbsolutismWhen it starts
Commerce CenterRevolutionsWhen it starts
Ages
ReformationWhen it starts
Institutions
BankingEnabled
References 2
Societal Values
Mercantilism vs Free TradeWhen it starts
Modifier Types
Trade Capacity %When it starts
Scripting 33
Requires 4
Variables
- recently_had_generic_trade_variableVisible
- target_free_trade_variableWhen aborted, On completion
- target_location_maritime_presence_variableWhen aborted, On completion
- target_mercantilism_variableWhen aborted, On completion
Grants 14
Variables
- burgher_relations_variableWhen it starts
- burghers_power_variableWhen it starts
- current_burgher_privs_variableWhen it starts
- recently_had_generic_trade_variableWhen aborted, On completion
- target_free_trade_variableWhen it starts
- target_location_maritime_presence_variableWhen it starts
- target_mercantilism_variableWhen it starts
- target_merchant_capacity_market_variableWhen it starts
- target_merchant_capacity_modifier_variableWhen it starts
- target_navy_size_percentage_variableWhen it starts
Removes 13
Variables
- burgher_relations_variableWhen aborted, On completion
- burghers_power_variableWhen aborted, On completion
- current_burgher_privs_variableWhen aborted, On completion
- target_free_trade_variableWhen aborted, On completion
- target_location_maritime_presence_variableWhen aborted, On completion
- target_mercantilism_variableWhen aborted, On completion
- target_merchant_capacity_market_variableWhen aborted, On completion
- target_merchant_capacity_modifier_variableWhen aborted, On completion
- target_navy_size_percentage_variableWhen aborted, On completion
- total_coastal_fort_battery_levels_variableWhen aborted, On completion
Uses 2
- current_age_or_laterage = age_4_reformationWhen it starts
- game_has_missions_enabledVisible
icon = generic_trade
repeatable = yes
player_playstyle = administrative
enabled = {
exists = capital.market
has_ports = yes
num_of_non_rural > 0
}
chance = 3600












