
MisjaZmienione w tej wersji
Wysiłki infrastrukturalne

Zgromadzenie republikańskiePostępmission assembly halls
Dwór królewskiPostępmission assembly halls
Zgromadzenie republikańskieBudowlamission assembly halls, on start
Dwór królewskiBudowlamission assembly halls, on start
MonarchiaUstrój politycznymission assembly halls
RepublikaUstrój politycznymission assembly halls
MiastoRanga lokacjimission capital city, mission capital city2, mission capital town, on start
MegalopolisRanga lokacjimission capital city, mission capital city2, mission capital town, on start
MiasteczkoRanga lokacjimission capital town, on start
Miesięczne postępy w centralizacjiTyp modyfikatoramission push for centralization
Miesięczne postępy w decentralizacjiTyp modyfikatoramission push for centralization
MieszczanieKlasa społecznamission capital city, mission capital city2Definicjain_game/common/missions/generic_infrastructure_mission_pack.txt.txt:1
2icon = generic_infrastructure
3repeatable = yes
4chance = 3600
5player_playstyle = administrative
7visible = {
10num_provinces > 1
}
12on_start = {
13set_variable = {
15value = {
16add = average_control_in_home_region
17multiply = 1.1
18max = 0.9
}
}
21if = {
22limit = {
23capital = {
24any_neighbor_location = {
25is_ownable = yes
26has_owner = yes
27owner ?= root
28NOT = {
28has_latest_road_to = prev
}
}
}
}
36capital = {
37every_neighbor_location = {
38limit = {
39is_ownable = yes
40has_owner = yes
41owner ?= root
42NOT = {
42has_latest_road_to = prev
}
}
}
}
}
53if = {
54limit = {
55capital = {
56province = {
56province_food > 0
}
}
}
59set_variable = {
61value = {
62add = capital.province.province_food
63add = {
64value = capital.province.province_food
65multiply = 0.1
}
}
}
}
70if = {
71limit = {
71capital.total_building_levels > 0
}
72set_variable = {
74value = {
75value = capital.total_building_levels
76add = 4
77max = 70
}
}
}
87if = {
88limit = {
89capital = {
90OR = {
}
}
}
}
98set_variable = {
100value = {
101add = capital.province.province_prosperity
102add = 0.2
103max = 1
}
}
106set_variable = {
108value = {
109add = capital.province.province_average_control
110add = 0.1
111max = 0.9
}
}
114if = {
115limit = {
116capital = {
117NOR = {
}
}
}
}
126else_if = {
}
}
136on_abort = {
141if = {
}
145if = {
}
149if = {
}
153if = {
}
157if = {
}
}
165on_completion = {
170if = {
}
174if = {
}
178if = {
}
182if = {
}
186if = {
}
}
194a_great_capital = {
195icon = cas_repoblaciones
196enabled = {
197capital.total_building_levels >= root.var:target_building_levels_variable
}
201duration = 0
203on_completion = {
204if = {
205limit = {
205capital.total_building_levels < 5
}
}
208else = {
209capital = {
210change_development = {
211value = this.total_building_levels
212divide = 25
213round = yes
214max = 2
}
}
217custom_tooltip = this_will_depend_on_how_many_buildings_our_capital_has_in_total_tt Wzrost Concept jest częściowo zależny od łącznej liczby Concept w naszej Concept
}
}
}
222mission_assembly_halls = {
223icon = distribution_of_power_advance
224visible = {
225OR = {
}
230OR = {
}
}
235requires = {
a_great_capital
}
236enabled = {
237capital = {
238OR = {
}
}
}
246duration = 0
248on_completion = {
}
}
257mission_capital_province_prosperity = {
258icon = debt_and_loans
259requires = {
a_great_capital
}
260enabled = {
261capital = {
262province = {
262province_prosperity >= root.var:target_capital_province_prosperity_variable
}
}
}
267duration = 0
269on_completion = {
270custom_tooltip = {
271text = artist_events.5.tt Wszystkie Pops mieszkające w Concept naszej Concept zyskają pop satisfaction weak bonus Concept
272capital.province = {
273every_location_in_province = {
274limit = {
274owner ?= root
}
275every_pop = {
276limit = {
276owner = root
}
}
}
}
}
}
}
285mission_capital_province_control = {
286icon = smooth_administration
287requires = {
a_great_capital
}
288enabled = {
289capital = {
290province = {
290province_average_control > root.var:target_capital_province_control_variable
}
}
}
293duration = 0
294on_completion = {
295capital.province = {
}
}
}
305mission_capital_town = {
306icon = city_building_advance
308requires = {
a_great_capital
}
309enabled = {
310capital = {
311OR = {
}
}
}
320duration = 0
322on_completion = {
}
}
332mission_capital_city = {
333icon = defenses_of_novgorod
337requires = {
mission_capital_town
}
340enabled = {
341capital = {
342employment_percentage > 0.75
}
}
350duration = 0
351on_completion = {
352if = {
353limit = {
354capital = {
}
}
362capital = {
363random_pop = {
364limit = {
}
370add_pop_size = {
371value = pop_size
372multiply = {
0.05
0.15
}
}
}
}
}
377else = {
377custom_tooltip = burghers_capital_grow_tt Mieszczanie w naszej Concept będą liczniejsi
}
379if = {
380limit = {
381NOT = {
381OR = {
}
}
}
383custom_tooltip = if_we_complete_as_city_we_gain_x_tt Jeśli wykonamy to Mission Task, gdy nasza Stolica będzie dysponowała Concept miasto, zyska ona Modifier „Ośrodek urbanizacji” na 10 lat
}
385else = {
386capital = {
387add_location_modifier = {
390mode = extend
}
}
}
}
}
397mission_capital_city2 = {
398icon = defenses_of_novgorod
402requires = {
a_great_capital
}
405enabled = {
406capital = {
407employment_percentage > 0.75
}
}
416duration = 0
417on_completion = {
418capital = {
419if = {
420limit = {
}
427random_pop = {
428limit = {
}
434add_pop_size = {
435value = pop_size
436multiply = {
0.05
0.15
}
}
}
}
440else = {
440custom_tooltip = burghers_capital_grow_tt Mieszczanie w naszej Concept będą liczniejsi
}
442add_location_modifier = {
445mode = extend
}
}
}
}
451mission_food_investment = {
452icon = expanded_supply_trains
454requires = {
mission_capital_province_control
}
455enabled = {
456capital.province.province_food >= root.var:target_province_food_level
457capital ?= {
458market ?= {
458market_monthly_food_balance > 0
}
}
}
463duration = 0
465on_completion = {
466custom_tooltip = {
467text = every_location_in_cap_prov_food_provisions_modifier Wszystkie Locations znajdujące się w Concept naszej Concept zyskają Modifier „Zapasy żywności” na 5 lat
468capital = {
469province = {
470every_location_in_province = {
471add_location_modifier = {
}
}
}
}
}
}
}
483mission_build_roads = {
484icon = road_building
485requires = {
mission_capital_province_control
}
486enabled = {
487trigger_if = {
489capital = {
490any_neighbor_location = {
491has_latest_road_to = prev
492count >= {
493value = {
494add = root.var:num_connected_locations_to_cap_variable
495divide = 2
496ceiling = yes
}
}
}
}
}
502trigger_else = {
503custom_tooltip = {
504text = mission_task_will_be_bypassed_tt To Zadanie w misji zostanie pominięte
505always = no
}
}
}
510bypass = {
511OR = {
}
}
518duration = 0
520on_completion = {
521change_societal_value = {
}
}
}
528mission_push_for_centralization = {
529icon = glorious_arms
530requires = {
mission_capital_province_control
}
531enabled = {
}
535modifier_while_progressing = {
}
540duration = 730
542on_start = {
542custom_tooltip = monthly_events_about_centralization_tt Gdy to Concept jest aktywne, mogą występować comiesięczne Concept dotyczące naszych dążeń centralizacyjnych
}
544on_monthly = {
545random_list = {
55282 = {
}
}
}
}
557mission_home_region_control = {
558final = yes
559icon = government_size_renaissance
560requires = {
mission_push_for_centralization
}
561enabled = {
562average_control_in_home_region >= root.var:target_home_region_control_variable
}
564duration = 0
565on_completion = {
566ruler_or_regent ?= {
567add_adm = {
568value = {
569add = 15
570multiply = root.average_control_in_home_region
571ceiling = yes
}
}
574add_dip = {
575value = {
576add = 15
577multiply = root.average_control_in_home_region
578ceiling = yes
}
}
581add_mil = {
582value = {
583add = 15
584multiply = root.average_control_in_home_region
585ceiling = yes
}
}
}
589custom_tooltip = will_scale_with_average_home_region_control_tt Efekt będzie się skalował wraz z przeciętną Concept nad naszym ojczystym Concept
}
}