Peasant Contentment
Mission Task

Peasant Contentment

mission_peasants_estate_satisfaction

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
Thenestate_satisfaction:peasants_estate ≥ var:peasants_relations_variable
Otherwise
estate_satisfaction:peasants_estate ≥ 0.6
Target
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
      • If
        Mission target location
        At 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
            • If
              Mission target locationHas a river
              ThenAdd: 2
            • Add: RootIrrigation Max Level
          • Ceiling: yes
      • If
        Mission target locationIs on the coast
        ThenSet 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
            • If
              Mission target locationHas a river
              ThenAdd: 1
      • 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
            • If
              Mission target locationHas a river
              ThenAdd: 1
      • 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
            • If
              Mission target locationLocation Rank: CityorMegalopolis
              ThenAdd
              • Desc: City
              • Value: 5
      • 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
            • If
              Mission target locationLocation Rank: CityorMegalopolis
              ThenAdd
              • Desc: City
              • Value: 5
      • Set variable
      • Set variable
      • Set variable
    • The selected Rural Location will be within Proximity of our Capital and have under 90% Population Capacity.
    Exact script

Requires 2

References 1

Required by 4

Part of 1

Scripting 9

Requires 1

Grants 8

Variables

icon = abolished_serfdom
enabled = {
trigger_if = {
limit = {
}
estate_satisfaction:peasants_estate >= var:peasants_relations_variable
}
trigger_else = {
estate_satisfaction:peasants_estate >= 0.6
}
}
duration = 0

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