
Mission Task
Peasant Contentment
The peasantry forms the bedrock of our realm. Ensuring their satisfaction through wise governance will grant us the stability and command necessary for ambitious development.
Enabled
Then
estate_satisfaction:peasants_estate ≥ var:peasants_relations_variableOtherwise
estate_satisfaction:peasants_estate ≥ 0.6Target
Select a Rural Location for subsequent Mission Tasks
No restriction
Exact conditions
- We will be able to choose a Rural Location for subsequent Mission Tasks
- IfMission target locationAt least one of
- Is adjacent to a lake
- Has a river
ThenSet variable- Name: target_location_irregation_variable
- Value
- Add:
scope:mission_target_location.location_building_level(building_type:irrigation_systems) - Multiply: 1.1
- Add: 1
- Min: 1
- Max
- Value: 1
- Add
- Value: Mission target locationDevelopment
- Multiply: 0.2
- IfMission target locationHas a riverThenAdd: 2
- Add: Root
Irrigation Max Level
- Ceiling: yes
- Add:
- IfMission target locationIs on the coastThenSet variable
- Name: target_location_fishing_village_variable
- Value
- Add:
scope:mission_target_location.location_building_level(building_type:fishing_village) - Multiply: 1.1
- Min: 1
- Ceiling: yes
- Max
- Add: 1
- Add
- Value: Mission target locationDevelopment
- Multiply: 0.1
- Add
- Value: Mission target locationMax rgo workers
- Multiply: 0.5
- IfMission target locationHas a riverThenAdd: 1
- Add:
- Set variable
- Name: target_location_market_village_variable
- Value
- Add:
scope:mission_target_location.location_building_level(building_type:market_village) - Multiply: 1.1
- Min: 1
- Ceiling: yes
- Max
- Add: 1
- Add
- Value: Mission target locationDevelopment
- Multiply: 0.1
- Add
- Value: Mission target locationMax rgo workers
- Multiply: 0.5
- IfMission target locationHas a riverThenAdd: 1
- Add:
- Set variable
- Name: target_location_masons_variable
- Value
- Add:
scope:mission_target_location.location_building_level(building_type:mason) - Multiply: 1.1
- Min: 1
- Ceiling: yes
- Max
- Add: 1
- Add
- Value: Mission target locationDevelopment
- Multiply: 0.1
- Add
- Value: Mission target locationPopulation
- Multiply: 0.05
- IfMission target locationLocation Rank:
Cityor
MegalopolisThenAdd- Desc: City
- Value: 5
- Add:
- Set variable
- Name: target_location_clothmakers_variable
- Value
- Add:
scope:mission_target_location.location_building_level(building_type:rural_clothmaker) - Multiply: 1.1
- Min: 1
- Ceiling: yes
- Max
- Add: 1
- Add
- Value: Mission target locationDevelopment
- Multiply: 0.1
- Add
- Value: Mission target locationPopulation
- Multiply: 0.05
- IfMission target locationLocation Rank:
Cityor
MegalopolisThenAdd- Desc: City
- Value: 5
- Add:
- Set variable
- Name: target_location_building_num_variable
- Value
- Add: Mission target locationNum buildings
- Multiply: 1.1
- Min: 1
- Ceiling: yes
- Max: 12
- Set variable
- Name: target_location_pop_size
- Value
- Add: Mission target locationPopulation
- Multiply: 1.05
- Min: 1
- Set variable
- Name: target_location_proximity_goal_variable
- Value
- Add: Mission target locationProximity
- Add: 10
- Max: 100
- The selected Rural Location will be within Proximity of our Capital and have under 90% Population Capacity.
Exact script
Requires 2
CityOn completion (persistent)
MegalopolisOn completion (persistent)
References 1
Irrigation Max LevelOn completion (persistent)
Required by 4
Mission Tasks
Road to CapitalRequires
Support Fishing VillagesRequires
Expand IrrigationRequires
Village MarketplacesRequires
Part of 1
Traditional EconomyMission peasants estate satisfaction
Scripting 9
Requires 1
- peasants_relations_variableEnabled
Grants 8
Variables
- target_location_building_num_variableOn completion (persistent)
- target_location_clothmakers_variableOn completion (persistent)
- target_location_fishing_village_variableOn completion (persistent)
- target_location_irregation_variableOn completion (persistent)
- target_location_market_village_variableOn completion (persistent)
- target_location_masons_variableOn completion (persistent)
- target_location_pop_sizeOn completion (persistent)
- target_location_proximity_goal_variableOn completion (persistent)
icon = abolished_serfdom
enabled = {
trigger_if = {
}
trigger_else = {
estate_satisfaction:peasants_estate >= 0.6
}
}
duration = 0