Peasant Contentment
Mission TaskChanged this version

Peasant Contentment

mission_peasants_estate_satisfactionin_game/common/missions/generic_traditional_economy_mission_pack.txt:198

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.

RequiresCityLocation Rankon persistent completionMegalopolisLocation Rankon persistent completionpeasants_relations_variableVariableenabled

  1. 233custom_tooltip = {
    234text = designate_rural_location_for_next_task_tt We will be able to choose a Rural Location for subsequent Mission Tasks
    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" City
    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" City
    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 The selected Rural Location will be within Proximity of our Capital and have under 90% Population Capacity.

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" Select a Rural Location for subsequent Mission Tasks
227none_available_msg_key = "mission_task_no_rural_settlement"
228column = {
228data = name
}
229column = {
229data = population
}
230column = {
230data = raw_material
}
}
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