
Zadanie w misjiZmienione w tej wersji
Zadowolenie pospólstwa
Chłopstwo stanowi trzon naszego królestwa. Dbanie o jego zadowolenie poprzez mądre rządy da nam stabilność i legitymację, które są niezbędne do ambitnego rozwoju.
MiastoRanga lokacjion persistent completion
MegalopolisRanga lokacjion persistent completionpeasants_relations_variableZmiennaenabled- 233custom_tooltip = {234text = designate_rural_location_for_next_task_tt Będziemy mogli wybrać Concept do realizacji kolejnych Concept235if = {236limit = {237scope:mission_target_location ?= {238OR = {239is_adjacent_to_lake = yes240has_river = yes}}}244set_variable = {246value = {247add = "scope:mission_target_location.location_building_level(building_type:irrigation_systems)"248multiply = 1.1249add = 1250min = 1251max = {252value = 1253add = {254value = scope:mission_target_location.development255multiply = 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 = 1.1278min = 1280ceiling = yes281max = {282add = 1283add = {284value = scope:mission_target_location.development285multiply = 0.1}287add = {288value = scope:mission_target_location.max_rgo_workers289multiply = 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 = 1.1306min = 1308ceiling = yes309max = {310add = 1311add = {312value = scope:mission_target_location.development313multiply = 0.1}315add = {316value = scope:mission_target_location.max_rgo_workers317multiply = 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 = 1.1333min = 1335ceiling = yes336max = {337add = 1338add = {339value = scope:mission_target_location.development340multiply = 0.1}342add = {343value = scope:mission_target_location.population344multiply = 0.05}346if = {347limit = {348OR = {}}350add = {351desc = "BUILDING_LEVEL_IS_CITY" Miasto352value = 5}}}}}358set_variable = {360value = {361add = "scope:mission_target_location.location_building_level(building_type:rural_clothmaker)"362multiply = 1.1363min = 1365ceiling = yes366max = {367add = 1368add = {369value = scope:mission_target_location.development370multiply = 0.1}372add = {373value = scope:mission_target_location.population374multiply = 0.05}376if = {377limit = {378OR = {}}380add = {381desc = "BUILDING_LEVEL_IS_CITY" Miasto382value = 5}}}}}388set_variable = {390value = {391add = scope:mission_target_location.num_buildings392multiply = 1.1393min = 1395ceiling = yes396max = 12}}399set_variable = {401value = {402add = scope:mission_target_location.population403multiply = 1.05404min = 1}}407set_variable = {409value = {410add = scope:mission_target_location.proximity411add = 10412max = 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%.
199icon = abolished_serfdom
201enabled = {
202trigger_if = {
}
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
}
}