Missionen - Allgemein

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[B@W] Abominus
Beiträge: 52603
Registriert: Di 16.09.2003, 12:00
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Beitrag von [B@W] Abominus »

Geändert.
Stellaris Mods: Steam-Workshop
Crusader Kings II Mods: Steam-Workshop
Benutzeravatar
[B@W] Abominus
Beiträge: 52603
Registriert: Di 16.09.2003, 12:00
Hat sich bedankt: 14081 Mal
Danksagung erhalten: 17566 Mal
SI-VerdienstkreuzGroßkreuz des Veteranenorden in bes. AusführungPour le Mérite+25

Beitrag von [B@W] Abominus »

Da die Missionen offenbar gelöscht wurden (mit Sicherheit von mir :D ), hier findet man die neuen.

Code: Alles auswählen

###############################################
# Bau von Regierungstechnologiegebäuden (1-4)
###############################################

build_temple = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 4
		}
		NOT = { has_building = temple }
		is_core = yes
		is_colony = no
		has_owner_religion = yes
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = temple
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_courthouse = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 8
		}
		NOT = { has_building = courthouse }
		has_building = temple
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = courthouse
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_spy_agency = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 12
		}
		NOT = { has_building = spy_agency }
		has_building = temple
		has_building = courthouse
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = spy_agency
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_town_hall = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 19
		}
		NOT = { has_building = town_hall }
		has_building = temple
		has_building = courthouse
		has_building = spy_agency
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = town_hall
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

###############################################
# Bau von Landtechnologiegebäuden (1-4)
###############################################

build_armory = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 4
		}
		NOT = { has_building = armory }
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = armory
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_training_fields = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 8
		}
		NOT = { has_building = training_fields }
		has_building = armory
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = training_fields
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_barracks = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 12
		}
		NOT = { has_building = barracks }
		has_building = armory
		has_building = training_fields
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = barracks
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_regimental_camp = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 19
		}
		NOT = { has_building = regimental_camp }
		has_building = armory
		has_building = training_fields
		has_building = barracks
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = regimental_camp
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

###############################################
# Bau von Marinetechnologiegebäuden (1-4)
###############################################

build_dock = {
	type = our_provinces
	allow = {
		owner = {
			naval_tech = 4
		}
		NOT = { has_building = dock }
		port = yes
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = dock
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_drydock = {
	type = our_provinces
	allow = {
		owner = {
			naval_tech = 8
		}
		NOT = { has_building = drydock }
		has_building = dock
		port = yes
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = drydock
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_shipyard = {
	type = our_provinces
	allow = {
		owner = {
			naval_tech = 12
		}
		NOT = { has_building = shipyard }
		has_building = drydock
		has_building = dock
		port = yes
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = shipyard
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_grand_shipyard = {
	type = our_provinces
	allow = {
		owner = {
			naval_tech = 12
		}
		NOT = { has_building = grand_shipyard }
		has_building = shipyard
		has_building = drydock
		has_building = dock
		port = yes
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = grand_shipyard
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.5
			MIL = 7
		}
		modifier = {
			factor = 1.5
			MIL = 8
		}
		modifier = {
			factor = 1.5
			MIL = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

###############################################
# Bau von Produktionstechnologiegebäuden (1-4)
###############################################

build_constable = {
	type = our_provinces
	allow = {
		owner = {
			production_tech = 4
		}
		NOT = { has_building = constable }
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = constable
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_workshop = {
	type = our_provinces
	allow = {
		owner = {
			production_tech = 9
		}
		NOT = { has_building = workshop }
		has_building = constable
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = workshop
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_counting_house = {
	type = our_provinces
	allow = {
		owner = {
			production_tech = 13
		}
		NOT = { has_building = counting_house }
		has_building = workshop
		has_building = constable
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = counting_house
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_treasury_office = {
	type = our_provinces
	allow = {
		owner = {
			production_tech = 19
		}
		NOT = { has_building = treasury_office }
		has_building = counting_house
		has_building = workshop
		has_building = constable
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = treasury_office
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

###############################################
# Bau von Handelstechnologiegebäuden (1-4)
###############################################

build_marketplace = {
	type = our_provinces
	allow = {
		owner = {
			trade_tech = 4
		}
		NOT = { has_building = marketplace }
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = marketplace
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_trade_depot = {
	type = our_provinces
	allow = {
		owner = {
			trade_tech = 8
		}
		NOT = { has_building = trade_depot }
		has_building = marketplace
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = trade_depot
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_canal = {
	type = our_provinces
	allow = {
		owner = {
			trade_tech = 12
		}
		NOT = { has_building = canal }
		has_building = trade_depot
		has_building = marketplace
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = canal
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1 
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

build_road_network = {
	type = our_provinces
	allow = {
		owner = {
			trade_tech = 19
		}
		NOT = { has_building = road_network }
		has_building = canal
		has_building = trade_depot
		has_building = marketplace
		is_core = yes
		is_colony = no
	}
	abort = {
		NOT = {	owned_by = THIS }
	}
	success = {
		has_building = road_network
	}
	chance = {
		factor = 1
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 50
			base_tax = 10
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1.5
			owner = { treasury = 200 }
		}
		modifier = {
			factor = 1.25
			ADM = 7
		}
		modifier = {
			factor = 1.25
			ADM = 8
		}
		modifier = {
			factor = 1.25
			ADM = 9
		}
		modifier = {
			factor = 1.25
			DIP = 7
		}
		modifier = {
			factor = 1.25
			DIP = 8
		}
		modifier = {
			factor = 1.25
			DIP = 9
		}
	}
	effect = {
		officials = 1
		random_list = {
			50 = { officials = 1 }
			30 = { base_tax = 1 }
			20 = { base_tax = 2 }
		}
	}	
}

###############################################
# Bau von Sondergebäuden
###############################################

build_tax_assessor = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 31
			inflation = 3
			war = no
			NOT = { any_owned_province = { has_building = tax_assessor } }
		}
		OR = {
			is_capital = yes
			base_tax = 10
		}
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = tax_assessor }
		}
	}
	success = {
		has_building = tax_assessor
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		inflation = -2
		officials = 1
		base_tax = 1
		random_list = {
			10 = { define_advisor = { type = master_of_mint skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_embassy = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 6
			badboy = 5
			war = no
			NOT = { any_owned_province = { has_building = embassy } }
		}
		any_neighbor_province = {
			NOT = { owned_by = THIS }
		}
		NOT = { is_core = THIS }
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = embassy }
		}
	}
	success = {
		has_building = embassy
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			any_neighbor_province = {
				is_capital = yes
			}
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		base_tax = 1
		random_list = {
			10 = { define_advisor = { type = diplomat skill = 5 } }
			10 = { define_advisor = { type = ambassador skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_glorious_monument = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 27
			NOT = { cultural_tradition = 20 }
			war = no
			NOT = { any_owned_province = { has_building = glorious_monument } }
		}
		OR = {
			is_capital = yes
			base_tax = 10
		}
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = glorious_monument }
		}
	}
	success = {
		has_building = glorious_monument
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		cultural_tradition = 25
		random_list = {
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
			10 = { define_advisor = { type = collector skill = 5 } }
			10 = { define_advisor = { type = treasurer skill = 5 } }
			10 = { define_advisor = { type = trader skill = 5 } }
			10 = { define_advisor = { type = grand_admiral skill = 5 } }
			10 = { define_advisor = { type = rear_admiral skill = 5 } }
			10 = { define_advisor = { type = navigator skill = 5 } }
			10 = { define_advisor = { type = naval_organiser skill = 5 } }
			10 = { define_advisor = { type = naval_reformer skill = 5 } }
			10 = { define_advisor = { type = privateer skill = 5 } }
			10 = { define_advisor = { type = grand_captain skill = 5 } }
			10 = { define_advisor = { type = army_organiser skill = 5 } }
			10 = { define_advisor = { type = sergeant_major_general skill = 5 } }
			10 = { define_advisor = { type = commandant skill = 5 } }
			10 = { define_advisor = { type = quartermaster skill = 5 } }
			10 = { define_advisor = { type = recruitmaster skill = 5 } }
			10 = { define_advisor = { type = fortification_expert skill = 5 } }
			10 = { define_advisor = { type = army_reformer skill = 5 } }
			10 = { define_advisor = { type = alderman skill = 5 } }
			10 = { define_advisor = { type = natural_scientist skill = 5 } }
			10 = { define_advisor = { type = sheriff skill = 5 } }
			10 = { define_advisor = { type = master_of_mint skill = 5 } }
			10 = { define_advisor = { type = banker skill = 5 } }
			10 = { define_advisor = { type = alderman skill = 5 } }
			10 = { define_advisor = { type = theologian skill = 5 } }
			10 = { define_advisor = { type = lord_proprietor skill = 5 } }
			10 = { define_advisor = { type = philosopher skill = 5 } }
			10 = { define_advisor = { type = statesman skill = 5 } }
			10 = { define_advisor = { type = diplomat skill = 5 } }
			10 = { define_advisor = { type = high_judge skill = 5 } }
			10 = { define_advisor = { type = ambassador skill = 5 } }
		}
	}	
}

build_march = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 10
			war = no
			NOT = { any_owned_province = { has_building = march } }
		}
		is_core = THIS
		any_neighbor_province = {
			NOT = { owned_by = THIS }
		}
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = march }
		}
	}
	success = {
		has_building = march
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			any_neighbor_province = {
				is_capital = yes
			}
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		base_tax = 1
		random_list = {
			10 = { define_advisor = { type = fortification_expert skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_grain_depot = {
	type = our_provinces
	allow = {
		owner = {
			production_tech = 31
			war = no
			NOT = { any_owned_province = { has_building = grain_depot } }
		}
		is_core = THIS
		trade_goods = grain
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = grain_depot }
		}
	}
	success = {
		has_building = grain_depot
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		base_tax = 1
		random_list = {
			10 = { define_advisor = { type = army_organiser skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_royal_palace = {
	type = our_provinces
	allow = {
		owner = {
			government_tech = 32
			war = no
			government = monarchy
			NOT = { any_owned_province = { has_building = royal_palace } }
		}
		is_capital = THIS
		is_core = THIS
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = royal_palace }
		}
	}
	success = {
		has_building = royal_palace
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			NOT = { legitimacy = 0.67 }
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		legitimacy = 0.33
		random_list = {
			10 = { define_advisor = { type = grand_marshal skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_war_college = {
	type = our_provinces
	allow = {
		owner = {
			land_tech = 29
			war = no
			NOT = { any_owned_province = { has_building = war_college } }
		}
		is_core = THIS
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = war_college }
		}
	}
	success = {
		has_building = war_college
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 1000
			NOT = { army_tradition = 0.67 }
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		army_tradition = 0.33
		random_list = {
			10 = { define_advisor = { type = grand_captain skill = 5 } }
			10 = { define_advisor = { type = army_organiser skill = 5 } }
			10 = { define_advisor = { type = sergeant_major_general skill = 5 } }
			10 = { define_advisor = { type = commandant skill = 5 } }
			10 = { define_advisor = { type = quartermaster skill = 5 } }
			10 = { define_advisor = { type = recruitmaster skill = 5 } }
			10 = { define_advisor = { type = fortification_expert skill = 5 } }
			10 = { define_advisor = { type = army_reformer skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}

build_admiralty = {
	type = our_provinces
	allow = {
		owner = {
			naval_tech = 29
			war = no
			NOT = { any_owned_province = { has_building = admiralty } }
		}
		port = yes
		is_core = THIS
		treasury = 2500
	}
	abort = {
		owner = {
			any_owned_province = { has_building = admiralty }
		}
	}
	success = {
		has_building = admiralty
	}
	chance = {
		factor = 5
		modifier = {
			factor = 1000
			is_capital = yes
		}
		modifier = {
			factor = 1000
			NOT = { navy_tradition = 0.67 }
		}
		modifier = {
			factor = 1.5
			base_tax = 5
		}
		modifier = {
			factor = 1000
			owner = { treasury = 10000 }
		}	
	}
	effect = {
		officials = 1
		navy_tradition = 0.33
		random_list = {
			10 = { define_advisor = { type = grand_admiral skill = 5 } }
			10 = { define_advisor = { type = rear_admiral skill = 5 } }
			10 = { define_advisor = { type = navigator skill = 5 } }
			10 = { define_advisor = { type = naval_organiser skill = 5 } }
			10 = { define_advisor = { type = naval_reformer skill = 5 } }
			10 = { define_advisor = { type = privateer skill = 5 } }
			20 = { officials = 1 }
			20 = { base_tax = 1 }
			10 = { base_tax = 2 }
		}
	}	
}
Weiterhin habe ich die Mission zum Bau von Festungen angepasst.
Dateianhänge

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Stellaris Mods: Steam-Workshop
Crusader Kings II Mods: Steam-Workshop
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[B@W] Abominus
Beiträge: 52603
Registriert: Di 16.09.2003, 12:00
Hat sich bedankt: 14081 Mal
Danksagung erhalten: 17566 Mal
SI-VerdienstkreuzGroßkreuz des Veteranenorden in bes. AusführungPour le Mérite+25

Beitrag von [B@W] Abominus »

Code: Alles auswählen

build_temple_title;Build temple in $PROVINCENAME$;;Tempel errichten in $PROVINCENAME$;;;;;;;;;;;x
build_temple_desc;$PROVINCENAME$ is perfect for building a temple, the province's economy would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Tempel zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Zum Dank dürfen wir mehr Steuern bezahlen! PREISET DEN HERRN!;;;;;;;;;;;x
build_courthouse_title;Build courthouse in $PROVINCENAME$;;Gericht errichten in $PROVINCENAME$;;;;;;;;;;;x
build_courthouse_desc;$PROVINCENAME$ is perfect for building a courthouse, the province's revoltrisk would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Gericht zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. So hat der Herrscher erhöhte Kontrolle über seine Schäfchen! PREISET DEN HERRN!;;;;;;;;;;;x
build_spy_agency_title;Build spy agency in $PROVINCENAME$;;Spionageabteilung errichten in $PROVINCENAME$;;;;;;;;;;;x
build_spy_agency_desc;$PROVINCENAME$ is perfect for building a spy agency, the province spydefence would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Spionageeinrichtung zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. So hat der Herrscher erhöhte Kontrolle über seine Schäfchen! PREISET DEN HERRN!;;;;;;;;;;;x
build_town_hall_title;Build town hall in $PROVINCENAME$;;Rathaus errichten in $PROVINCENAME$;;;;;;;;;;;x
build_town_hall_desc;$PROVINCENAME$ is perfect for building a town hall, the province income would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Rathaus zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. So hat der Herrscher erhöhte Steuereinnahmen in dieser Provinz! PREISET DEN HERRN!;;;;;;;;;;;x
build_armory_title;Build armory in $PROVINCENAME$;;Rüstungskammer errichten in $PROVINCENAME$;;;;;;;;;;;x
build_armory_desc;$PROVINCENAME$ is perfect for building a armory, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Rüstkammer zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_training_fields_title;Build training fields in $PROVINCENAME$;;Trainingskamps errichten in $PROVINCENAME$;;;;;;;;;;;x
build_training_fields_desc;$PROVINCENAME$ is perfect for building training fields, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Trainingskamp zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_barracks_title;Build barracks in $PROVINCENAME$;;Barracken errichten in $PROVINCENAME$;;;;;;;;;;;x
build_barracks_desc;$PROVINCENAME$ is perfect for building barracks, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Barracke zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_regimental_camp_title;Build regimental camp in $PROVINCENAME$;;Rekrutierungszentrum errichten in $PROVINCENAME$;;;;;;;;;;;x
build_regimental_camp_desc;$PROVINCENAME$ is perfect for building a regimental camp, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Rekrutierungszentrum zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_dock_title;Build dock in $PROVINCENAME$;;Dock errichten in $PROVINCENAME$;;;;;;;;;;;x
build_dock_desc;$PROVINCENAME$ is perfect for building a dock, the province's naval supply would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Dock zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Die gigantische Flotte wird zum Erobern neuer Ländereien benögt! PREISET DEN HERRN!;;;;;;;;;;;x
build_drydock_title;Build drydock in $PROVINCENAME$;;Trockendock errichten in $PROVINCENAME$;;;;;;;;;;;x
build_drydock_desc;$PROVINCENAME$ is perfect for building a drydock, the province's naval supply would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Trockendock zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Die gigantische Flotte wird zum Erobern neuer Ländereien benögt! PREISET DEN HERRN!;;;;;;;;;;;x
build_shipyard_title;Build shipyard in $PROVINCENAME$;;Schiffswerft errichten in $PROVINCENAME$;;;;;;;;;;;x
build_shipyard_desc;$PROVINCENAME$ is perfect for building a shipyard, the province's naval supply would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Schiffswerft zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Die gigantische Flotte wird zum Erobern neuer Ländereien benögt! PREISET DEN HERRN!;;;;;;;;;;;x
build_grand_shipyard_title;Build grand shipyard in $PROVINCENAME$;;Große Schiffswerft errichten in $PROVINCENAME$;;;;;;;;;;;x
build_grand_shipyard_desc;$PROVINCENAME$ is perfect for building a grand shipyard, the province's naval supply would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine große Schiffswerft zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Die gigantische Flotte wird zum Erobern neuer Ländereien benögt! PREISET DEN HERRN!;;;;;;;;;;;x
build_constable_title;Build constable in $PROVINCENAME$;;Gendarm errichten in $PROVINCENAME$;;;;;;;;;;;x
build_constable_desc;$PROVINCENAME$ is perfect for building a constable, the province's taxvalue would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Gendarm zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dies führt zu mehr Steuern! PREISET DEN HERRN!;;;;;;;;;;;x
build_workshop_title;Build workshop in $PROVINCENAME$;;Werkstatt errichten in $PROVINCENAME$;;;;;;;;;;;x
build_workshop_desc;$PROVINCENAME$ is perfect for building a workshop, the province's economy would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Werkstatt zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Zum Dank dürfen wir mehr Steuern bezahlen! PREISET DEN HERRN!;;;;;;;;;;;x
build_counting_house_title;Build counting house in $PROVINCENAME$;;Zahlhaus errichten in $PROVINCENAME$;;;;;;;;;;;x
build_counting_house_desc;$PROVINCENAME$ is perfect for building a counting house, the province's economy would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Zahlhaus zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Zum Dank dürfen wir mehr Steuern bezahlen! PREISET DEN HERRN!;;;;;;;;;;;x
build_treasury_office_title;Build treasury office in $PROVINCENAME$;;Schatzamt errichten in $PROVINCENAME$;;;;;;;;;;;x
build_treasury_office_desc;$PROVINCENAME$ is perfect for building a treasury office, the province's economy would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Schatzamt zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Zum Dank dürfen wir mehr Steuern bezahlen! PREISET DEN HERRN!;;;;;;;;;;;x
build_marketplace_title;Build marketplace in $PROVINCENAME$;;Marktplatz errichten in $PROVINCENAME$;;;;;;;;;;;x
build_marketplace_desc;$PROVINCENAME$ is perfect for building a marketplace, the province's trade would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Marktplatz zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Wir werden mehr Geld einnehmen können um noch mehr Heiden abschlachten zu können! PREISET DEN HERRN!;;;;;;;;;;;x
build_trade_depot_title;Build trade depot in $PROVINCENAME$;;Handelsdepot errichten in $PROVINCENAME$;;;;;;;;;;;x
build_trade_depot_desc;$PROVINCENAME$ is perfect for building a trade depot, the province's trade would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Handelsdepot zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Wir werden mehr Geld einnehmen können um noch mehr Heiden abschlachten zu können! PREISET DEN HERRN!;;;;;;;;;;;x
build_canal_title;Build canal in $PROVINCENAME$;;Kanal errichten in $PROVINCENAME$;;;;;;;;;;;x
build_canal_desc;$PROVINCENAME$ is perfect for building a canal, the province's trade would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Kanal zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Wir werden mehr Geld einnehmen können um noch mehr Heiden abschlachten zu können! PREISET DEN HERRN!;;;;;;;;;;;x
build_road_network_title;Build road network in $PROVINCENAME$;;Straßennetzwerk errichten in $PROVINCENAME$;;;;;;;;;;;x
build_road_network_desc;$PROVINCENAME$ is perfect for building a road network, the province's trade would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Straßennetzwerk zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Wir werden mehr Geld einnehmen können um noch mehr Heiden abschlachten zu können! PREISET DEN HERRN!;;;;;;;;;;;x
build_tax_assessor_title;Build tax assessor in $PROVINCENAME$;;Steuerschätzer errichten in $PROVINCENAME$;;;;;;;;;;;x
build_tax_assessor_desc;$PROVINCENAME$ is perfect for building a tax assessor, the province's inflation would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Steuerschätzer zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dies reduziert elefantös unsere Inflation und wir können günstiger Waffen kaufen um die Heiden zu bekehren! PREISET DEN HERRN!;;;;;;;;;;;x
build_embassy_title;Build embassy in $PROVINCENAME$;;Botschaft errichten in $PROVINCENAME$;;;;;;;;;;;x
build_embassy_desc;$PROVINCENAME$ is perfect for building a embassy, our reputation would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Botschaft zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dies reduziert elefantös unseren negativen Ruf bei unseren Nachbarn und wir können besser mit ihnen handeln um die Heiden zu bekehren! PREISET DEN HERRN!;;;;;;;;;;;x
build_glorious_monument_title;Build glorious monument in $PROVINCENAME$;;Glorreiches Monument errichten in $PROVINCENAME$;;;;;;;;;;;x
build_glorious_monument_desc;$PROVINCENAME$ is perfect for building a glorious monument, our reputation would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Glorreiches Monument zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dies erhöht elefantös unser Prestige und wir können so besser die Heiden bekehren! PREISET DEN HERRN!;;;;;;;;;;;x
build_march_title;Build march in $PROVINCENAME$;;Mark errichten in $PROVINCENAME$;;;;;;;;;;;x
build_march_desc;$PROVINCENAME$ is perfect for building a march, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, eine Mark zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_grain_depot_title;Build grain depot in $PROVINCENAME$;;Getreidelager errichten in $PROVINCENAME$;;;;;;;;;;;x
build_grain_depot_desc;$PROVINCENAME$ is perfect for building a grain depot, the province's manpower would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Getreidelager zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dann werden mehr Bauern den Dienst in der Armee versehen um die Heiden zu töten! PREISET DEN HERRN!;;;;;;;;;;;x
build_royal_palace_title;Build royal palace in $PROVINCENAME$;;Herrscherpalast errichten in $PROVINCENAME$;;;;;;;;;;;x
build_royal_palace_desc;$PROVINCENAME$ is perfect for building a royal palace, our reputation would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, einen Herrscherpalast zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Dies erhöht elefantös unser Prestige und wir können so besser die Heiden bekehren! PREISET DEN HERRN!;;;;;;;;;;;x
build_customs_house_title;Build customs house in $PROVINCENAME$;;Zollhaus errichten in $PROVINCENAME$;;;;;;;;;;;x
build_customs_house_desc;$PROVINCENAME$ is perfect for building a customs house, the province's tax would benefit greatly from building one.;;Da unser Herrscher §Y$MONARCH$§W darüber nachdenkt, ein Zollhaus zu stiften, sollten wir dies in §Y$PROVINCENAME$§W durchführen. Wir dürfen dann mehr Steuern zahlen! PREISET DEN HERRN!;;;;;;;;;;;x
build_war_college_title;Build a war college in $PROVINCENAME$.;;Erweitert unsere Hauptstadt $PROVINCENAME$ um eine Kriegsakademie.;;;;;;;;;;;x
build_war_college_desc;We need a war college to enhance our military.;;Wir dürfen uns glücklich schätzen, einen solch fähigen Herrscher wie §Y$MONARCH$§W zu haben. Die Hauptstadt §Y$PROVINCENAME$§W soll um eine Kriegsakademie erweitert werden. Dadurch werden wir unsere Generäle besser ausbilden können.;;;;;;;;;;;x
build_admiralty_title;Build a admiralty in $PROVINCENAME$.;;Erweitert unsere Hauptstadt $PROVINCENAME$ um eine Marineakademie.;;;;;;;;;;;x
build_admiralty_desc;We need a admiralty to enhance our military.;;Wir dürfen uns glücklich schätzen, einen solch fähigen Herrscher wie §Y$MONARCH$§W zu haben. Die Hauptstadt §Y$PROVINCENAME$§W soll um eine Marineakademie erweitert werden. Dadurch werden wir unsere Admiräle besser ausbilden können.;;;;;;;;;;;x
Stellaris Mods: Steam-Workshop
Crusader Kings II Mods: Steam-Workshop
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[B@W] Abominus
Beiträge: 52603
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Beitrag von [B@W] Abominus »

Es wurden einige nutzlose Missionen gelöscht, die doppelt vorhanden waren (z.B. 99% Einheitenlimit ausnutzen etc., jetzt ist es wieder nur auf 80%).

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Stellaris Mods: Steam-Workshop
Crusader Kings II Mods: Steam-Workshop
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