Missionen - Allgemein
- [B@W] Abominus
- Beiträge: 52603
- Registriert: Di 16.09.2003, 12:00
- Hat sich bedankt: 14081 Mal
- Danksagung erhalten: 17566 Mal
+25
- [B@W] Abominus
- Beiträge: 52603
- Registriert: Di 16.09.2003, 12:00
- Hat sich bedankt: 14081 Mal
- Danksagung erhalten: 17566 Mal
+25
Da die Missionen offenbar gelöscht wurden (mit Sicherheit von mir
), hier findet man die neuen.
Weiterhin habe ich die Mission zum Bau von Festungen angepasst.
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 }
}
}
}- Dateianhänge
-
[Die Dateierweiterung txt wurde deaktiviert und kann nicht länger angezeigt werden.]
- [B@W] Abominus
- Beiträge: 52603
- Registriert: Di 16.09.2003, 12:00
- Hat sich bedankt: 14081 Mal
- Danksagung erhalten: 17566 Mal
+25
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- [B@W] Abominus
- Beiträge: 52603
- Registriert: Di 16.09.2003, 12:00
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