Gospodarka tradycyjna
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Gospodarka tradycyjna

generic_traditional_economyin_game/common/missions/generic_traditional_economy_mission_pack.txt:1
Gospodarka tradycyjna
WymagaWioska rybackaBudowlamission fishing villagesIrygacjaBudowlamission irrigationWioska handlowaBudowlamission market villagesMurarzBudowlamission masonsZgromadzenie republikańskieBudowlamission market villagesWiejski włókiennikBudowlamission cloth makersProdukcja surowcówKategoria budowlimission increase rgo levelWłościanieStanvisibleMiastoRanga lokacjimission peasants estate satisfactionMegalopolisRanga lokacjimission peasants estate satisfactionRobotnicyKlasa społecznamission irrigationWłościanieKlasa społecznamission irrigation

Definicjain_game/common/missions/generic_traditional_economy_mission_pack.txt:1

2icon = generic_traditional_economy
3repeatable = yes
4player_playstyle = administrative
6visible = {
8country_has_estate = estate_type:peasants_estate
10any_owned_rural_location = {
11proximity > 0
12location_population_percentage < 0.9
}
}
15chance = 3600
16abort = {
}
19on_start = {
20set_variable = {
22value = {
23add = estate_satisfaction:peasants_estate
24add = 0.1
25min = 0.1
26max = 0.6
}
}
}
31on_abort = {
}
43on_completion = {
}
59mission_increase_workforce = {
60icon = glorious_arms
61requires = {
mission_market_villages
}
63enabled = {
64trigger_if = {
65limit = {
66exists = scope:mission_target_location
67has_variable = target_location_pop_size
}
69scope:mission_target_location.population >= root.var:target_location_pop_size
}
}
73duration = 0
74bypass = {
75trigger_if = {
76limit = {
76exists = scope:mission_target_location
}
77scope:mission_target_location.prosperity < -50
}
79trigger_else = {
79always = no
}
}
81on_completion = {
82scope:mission_target_location ?= {
83province = {
84add_province_modifier = {
87mode = replace
}
}
}
}
}
94mission_connect_location_to_capital = {
95icon = road_building
96requires = {
mission_peasants_estate_satisfaction
}
98enabled = {
99trigger_if = {
100limit = {
}
101scope:mission_target_location ?= {
102proximity >= root.var:target_location_proximity_goal_variable
}
}
105trigger_else = {
106custom_tooltip = {
107text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
108always = no
}
}
}
113duration = 0
114on_completion = {
115if = {
116limit = {
117exists = scope:mission_target_location
118scope:mission_target_location.province = {
119NOT = {
120any_location_in_province = {
120proximity > 0
}
}
}
}
124custom_tooltip = every_location_in_province_connected_tt Każda Location w prowincji Mission Target Location Province posiadająca dodatnią Proximity do naszej Concept zyska Modifier „Połączenie ze stolicą” na 10 lat
}
126else_if = {
127limit = {
127exists = scope:mission_target_location
}
128scope:mission_target_location ?= {
129province = {
130every_location_in_province = {
131limit = {
132proximity > 0
}
134add_location_modifier = {
137mode = replace
138size = {skaluje modyfikator
139add = {
140desc = "[proximity|e]"
141value = proximity
142multiply = 0.01
143min = 0.1
}
}
}
}
}
}
}
151else = {
151custom_tooltip = designated_location_capital_connection_modifier_tt Każda Location we wskazanej Concept zyska Modifier „Połączenie ze stolicą”, który skaluje się wraz z Concept
}
}
}
155mission_increase_rgo_level = {
156icon = rgo_size_advance_renaissance
157requires = {
mission_market_villages
}
159enabled = {
160trigger_if = {
161limit = {
162NOT = {
162exists = scope:mission_target_location
}
}
164custom_tooltip = {
165text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
166always = no
}
}
169trigger_else = {
170scope:mission_target_location = {
171is_full_expanded_rgo = yes
172NOT = {
173any_buildings_in_location = {
174building_category = rgo_building_category
175building_levels_under_construction >= 1
}
}
}
}
}
182duration = 0
183on_completion = {
184if = {
185limit = {
185exists = scope:mission_target_location
}
186scope:mission_target_location = {
187add_location_modifier = {
190mode = replace
}
}
}
194else = {
194custom_tooltip = location_gains_rural_development_modifier_tt Wskazana Location zyska Modifier „Rozwój wsi” na kolejne 20 lat
}
}
}
198mission_peasants_estate_satisfaction = {
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" Wybierz Concept do realizacji kolejnych Concept
227none_available_msg_key = "mission_task_no_rural_settlement"
228column = {
228data = name
}
229column = {
229data = population
}
230column = {
230data = raw_material
}
}
232on_persistent_completion = {
233custom_tooltip = {
234text = designate_rural_location_for_next_task_tt Będziemy mogli wybrać Concept do realizacji kolejnych Concept
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" Miasto
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" Miasto
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 Wybrana Lokacja wiejska będzie się odznaczać Concept naszej Concept oraz Concept poniżej 90%.
}
}
421mission_market_villages = {
422icon = expanded_supply_trains
423requires = {
mission_peasants_estate_satisfaction
}
425enabled = {
426trigger_if = {
427limit = {
428NOT = {
428exists = scope:mission_target_location
}
}
430custom_tooltip = {
431text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
432always = no
}
}
435trigger_else = {
436scope:mission_target_location = {
437location_building_level = {
438building_type = building_type:market_village
439value >= root.var:target_location_market_village_variable
}
441prosperity > 0
}
}
}
446on_completion = {
447if = {
448limit = {
449exists = scope:mission_target_location
450scope:mission_target_location = {
451province = {
452NOT = {
453any_location_in_province = {
453has_building_with_at_least_one_level = republican_assembly
}
}
}
}
}
458custom_tooltip = mission_target_loc_province_gets_modifier_tt Każda Location z co najmniej jednym poziomem budowli „Wioska handlowa” w prowincji Mission Target Location Province zyska Modifier „Lokalne, dobrze prosperujące rynki” na 10 lat
}
460else_if = {
461limit = {
462NOT = {
462exists = scope:mission_target_location
}
}
464custom_tooltip = mission_generic_province_gets_modifier_tt Każda Location z co najmniej jednym poziomem budowli „Wioska handlowa” we wskazanej Concept zyska Modifier „Lokalne, dobrze prosperujące rynki” na 10 lat
}
466scope:mission_target_location ?= {
467province = {
468every_location_in_province = {
469limit = {
470location_building_level = {
471building_type = building_type:market_village
472value >= 1
}
}
475add_location_modifier = {
477mode = replace
479size = {skaluje modyfikator
480value = 1
481add = {
482desc = scales_with_levels_of_market_village_tt Poziomy budowli Wioska handlowa w tej Concept
483value = "location_building_level(building_type:market_village)"
}
}
}
}
}
}
}
}
493mission_embrace_trad_economy = {
494icon = colonial_tradition
495requires = {
mission_market_villages
}
497duration = 365
498modifier_while_progressing = {
498monthly_towards_traditional_economy = societal_value_huge_monthly_move (0.5)
}
}
501mission_prosperous_production = {
502icon = food_advance_renaissance
503final = yes
504requires = {
mission_increase_rgo_level
mission_masons
mission_embrace_trad_economy
}
506enabled = {
507trigger_if = {
508limit = {
509NOT = {
509exists = scope:mission_target_location
}
}
511custom_tooltip = {
512text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
513always = no
}
}
516trigger_else = {
517scope:mission_target_location = {
518num_buildings > root.var:target_location_building_num_variable
}
}
}
523duration = 0
524on_completion = {
525if = {
526limit = {
526exists = scope:mission_target_location
}
527scope:mission_target_location = {
528add_location_modifier = {
529modifier = rural_center_modifier
531mode = replace
}
}
}
535else = {
535custom_tooltip = location_gains_prod_eff_modifier_tt Wskazana Location zyska Modifier „Wielki ośrodek wiejski” na kolejne 20 lat
}
}
}
539mission_fishing_villages = {
540icon = fishing_habits
541requires = {
mission_peasants_estate_satisfaction
}
543enabled = {
544trigger_if = {
545limit = {
546exists = scope:mission_target_location
547NOT = {
}
}
549custom_tooltip = {
550text = mission_target_location_not_coastal Mission Target Location nie jest lokacją Concept
551always = no
}
}
554trigger_else_if = {
555limit = {
556NOT = {
556exists = scope:mission_target_location
}
}
558custom_tooltip = {
559text = when_we_choose_appropriate_location_coastal_tt Zadanie w misji aktywuje się, jeśli Rural Location wybrana do realizacji zadania „Zadowolenie pospólstwa” jest lokacją Concept
560always = no
}
}
563trigger_else = {
564scope:mission_target_location = {
565location_building_level = {
567value >= root.var:target_location_fishing_village_variable
}
569prosperity > 0
}
}
}
574bypass = {
575trigger_if = {
576limit = {
576exists = scope:mission_target_location
}
577NOT = {
}
}
579trigger_else = {
579always = no
}
}
582duration = 0
583on_completion = {
584scope:mission_target_location ?= {
584change_prosperity = prosperity_severe_bonus (0.2)
}
}
}
588mission_cloth_makers = {
589icon = fla_cloth
590requires = {
mission_market_villages
}
592enabled = {
593trigger_if = {
594limit = {
595NOT = {
595exists = scope:mission_target_location
}
}
597custom_tooltip = {
598text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
599always = no
}
}
602trigger_else = {
603scope:mission_target_location = {
604location_building_level = {
606value >= root.var:target_location_clothmakers_variable
}
608prosperity > 0
}
}
}
613duration = 0
614on_completion = {
615if = {
616limit = {
616exists = scope:mission_target_location
}
617custom_tooltip = {
618text = expand_mission_target_location_cloth_makers_2_levels_tt Wiejski włókiennik w lokacji Mission Target Location zyska możliwość rozbudowy o kolejne 2 poziomy na następne 10 lat
619scope:mission_target_location = {
620set_variable = {
622years = 10
}
}
}
}
627else = {
627custom_tooltip = expand_location_cloth_makers_2_levels_tt Wiejski włókiennik we wskazanej Concept zyska możliwość rozbudowy o kolejne 2 poziomy na następne 10 lat
}
}
}
631mission_irrigation = {
632icon = khm_invest_in_irrigation
633requires = {
mission_peasants_estate_satisfaction
}
635enabled = {
636trigger_if = {
637limit = {
638exists = scope:mission_target_location
639NOT = {
}
}
641custom_tooltip = {
642text = mission_target_location_no_lake_or_river_tt Mission Target Location nie znajduje się obok jeziora lub Concept
643always = no
}
}
646trigger_else_if = {
647limit = {
648NOT = {
648exists = scope:mission_target_location
}
}
650custom_tooltip = {
651text = when_we_choose_appropriate_location_river_lake_tt Zadanie w misji aktywuje się, jeśli Rural Location wybrana do realizacji zadania „Zadowolenie pospólstwa” znajduje się obok jeziora lub Concept
652always = no
}
}
655trigger_else = {
656scope:mission_target_location = {
657location_building_level = {
659value >= root.var:target_location_irregation_variable
}
661prosperity > 0
}
}
}
666duration = 0
667bypass = {
668trigger_if = {
669limit = {
669exists = scope:mission_target_location
}
670NOT = {
}
}
672trigger_else = {
672always = no
}
}
674on_completion = {
675scope:mission_target_location ?= {
676every_pop = {
677limit = {
678OR = {
679pop_type = pop_type:peasants
680pop_type = pop_type:laborers
}
}
683add_pop_satisfaction = pop_satisfaction_severe_bonus (0.15)
}
}
}
}
689mission_masons = {
690icon = pyramid_architecture
691requires = {
mission_irrigation
}
693enabled = {
694trigger_if = {
695limit = {
696NOT = {
696exists = scope:mission_target_location
}
}
698custom_tooltip = {
699text = when_we_choose_appropriate_location_tt Zadanie w misji aktywuje się po wybraniu Concept do realizacji zadania „Zadowolenie pospólstwa”
700always = no
}
}
703trigger_else = {
704scope:mission_target_location = {
705location_building_level = {
706building_type = building_type:mason
707value >= root.var:target_location_masons_variable
}
709prosperity > 0
}
}
}
714duration = 0
715on_completion = {
716if = {
717limit = {
717exists = scope:mission_target_location
}
718scope:mission_target_location ?= {
719province = {
720add_province_modifier = {
723mode = replace
}
}
}
}
728else = {
728custom_tooltip = mission_target_loc_province_cheap_masonry_tt Każda Location we wskazanej Concept zyska Modifier „Tańsze materiały budowlane” na 5 lat
}
}
}
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