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[B@W] Abominus
14.04.09, 01:32
Dies hier wäre z.B möglich mit dieser Mission:
build_university = {
type = our_provinces
allow = {
owner = {
government_tech = 16
monthly_income = 40
war = no
}
NOT = { has_building = refinery }
NOT = { has_building = wharf }
NOT = { has_building = textile }
NOT = { has_building = weapons }
NOT = { has_building = fine_arts_academy }
NOT = { has_building = university }
OR = {
NOT = {
trade_goods = wool
trade_goods = cloth
trade_goods = copper
trade_goods = iron
trade_goods = naval_supplies
trade_goods = fish
trade_goods = wine
trade_goods = sugar
}
is_capital = yes
}
is_core = yes
base_tax = 3
treasury = 500
}
abort = {
OR = {
has_building = refinery
has_building = weapons
has_building = wharf
has_building = textile
has_building = fine_arts_academy
NOT = { owned_by = THIS }
}
}
success = {
has_building = university
}
chance = {
factor = 1
modifier = {
factor = 5
is_capital = yes
}
modifier = {
factor = 1.5
base_tax = 5
}
}
effect = {
base_tax = 1
random_list = {
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 } }
}
}
}
Nebenbei habe ich noch ein wenig an der Standard-Mission rumgefummelt: Sie kommt nun nur noch in der Hauptstadt, oder in einer nicht für andere Manufakturen bestimmten Handelsgüterprovinz.
Die Marinemanufakturmission kommt nun auch bei Fisch.
[B@W] Abominus
18.04.09, 15:48
build_temple = {
type = our_provinces
allow = {
owner = {
government_tech = 4
war = no
}
NOT = { has_building = temple }
is_core = yes
has_owner_religion = yes
has_owner_culture = yes
}
abort = {
NOT = { owned_by = THIS }
}
success = {
has_building = temple
}
chance = {
factor = 1000
modifier = {
factor = 1.5
is_capital = yes
}
modifier = {
factor = 1.5
base_tax = 5
}
modifier = {
factor = 1.5
NOT = { stability = 0 }
}
}
effect = {
base_tax = 1
define_advisor = { type = theologian skill = 5 }
random = {
chance = 40
stability = 1
}
}
}
[B@W] Abominus
18.04.09, 15:48
build_workshop = {
type = our_provinces
allow = {
owner = {
production_tech = 9
war = no
}
NOT = { has_building = workshop }
is_core = yes
has_owner_religion = yes
has_owner_culture = yes
}
abort = {
NOT = { owned_by = THIS }
}
success = {
has_building = workshop
}
chance = {
factor = 1000
modifier = {
factor = 1.5
is_capital = yes
}
modifier = {
factor = 1.5
base_tax = 5
}
modifier = {
factor = 2
treasury = 110
}
}
effect = {
base_tax = 1
random = {
chance = 40
stability = 1
}
random = {
chance = 40
base_tax = 1
}
}
}
[B@W] Abominus
18.04.09, 18:56
Habe die Missionen nochmal angepasst, so dass sie alle nur klappen, wenn die Provinz KEINE Kolonie ist. Mir ist grad aufgefallen, dass man teilweise auch Core auf Kolonien bekommen kann (z.B. wenn man das Land wechselt).
Ist jetzt ausgebessert.
Es gibt folgende Mission, die meiner Meinung nach ein wenig überarbeitet gehören.
"Kastilische Beziehungen, Englische etc."
Da geht es darum eine Staatsehe und Beziehungen von über 100 zu haben.
Wenn die Mission bei -200 Beziehungen kommt, ist das recht nunja sinnlos.
Und die Belohnung ist auch oft blöd. (Anmk: +1 Stab)
Vorschlag:
Mission kann nur triggern:
wenn Beziehungen zum Zielland zwischen -100 und 100 liegen.
wenn Stabi geringer als 3 ist.
Größere Armee haben als
Sollte nur gegen Länder kommen, wo die Beziehungen unter 100 sind.
Große Flotte
Sollte nicht vor 1600 kommen. Vorher sind 30 Großkampfschiffe gar nicht finanzierbar, mit Ausnahme von England vielleicht.
+ die Belohnung sollte einen Admiral oder etwas Geld geben zu den 20 Prestige dazu
Größere Flotte haben als
Sollte nur triggern, wenn man beim Slider für Flotte mindestens +1 hat
Eine Landmacht interessiert die Flotte schlichtweg nicht.
Al. I. Cuza
17.12.09, 12:25
Finde ich sinnvoll. :top: Vielleicht aber die große Flotte Mission nicht so weit nach hinten verlegen. Ab Anfang der Kolonialisierung hat man ja üblicher Weise eine große Flotte.
[B@W] Abominus
17.12.09, 14:48
"Kastilische Beziehungen, Englische etc."
Da geht es darum eine Staatsehe und Beziehungen von über 100 zu haben.
Wenn die Mission bei -200 Beziehungen kommt, ist das recht nunja sinnlos.
Und die Belohnung ist auch oft blöd. (Anmk: +1 Stab)
Vorschlag:
Mission kann nur triggern:
wenn Beziehungen zum Zielland zwischen -100 und 100 liegen.
wenn Stabi geringer als 3 ist.
Subjektiv muss ich zustimmen, objektiv ist diese Mission relativ leicht zu erfüllen. Daher werde ich Trigger einbauen, die darauf achten, dass das Ergebnis auch Sinn macht.
Größere Armee haben als
Sollte nur gegen Länder kommen, wo die Beziehungen unter 100 sind.
Einverstanden!
Große Flotte
Sollte nicht vor 1600 kommen. Vorher sind 30 Großkampfschiffe gar nicht finanzierbar, mit Ausnahme von England vielleicht.
+ die Belohnung sollte einen Admiral oder etwas Geld geben zu den 20 Prestige dazu
Die Mission sollte relativ selten kommen, muss ich mir en detail anschauen.
Größere Flotte haben als
Sollte nur triggern, wenn man beim Slider für Flotte mindestens +1 hat
Eine Landmacht interessiert die Flotte schlichtweg nicht.
Das ist der Fall. Jedenfalls im umgekehrten Fall. Man muss -1 oder mehr haben (also mindestens Land_Naval -2 haben, damit das nicht mehr kommt.
Abominus;583077']
Die Mission sollte relativ selten kommen, muss ich mir en detail anschauen.
Für Länder mit vielen Küsten, kommt es recht häufig. Schottland zum Beispiel hat es auch recht oft.
Das ist der Fall. Jedenfalls im umgekehrten Fall. Man muss -1 oder mehr haben (also mindestens Land_Naval -2 haben, damit das nicht mehr kommt.
Dennoch, zumindest ne 0 würde sinn machen. Denk daran wie oft man als Landmacht das bekommt nur weil man die slider auf 0 oder -1 hat, damit man sich überhaupt schiffe leisten kann.
[B@W] Abominus
17.12.09, 17:28
Ja, entweder oder, Shakril. Entweder bist Du Landmacht, oder Du bist Seemacht. Und Schiffe, sorry, die kann man sich immer leisten (vom Unterhalt auf jeden Fall).
Abominus;583131']Ja, entweder oder, Shakril. Entweder bist Du Landmacht, oder Du bist Seemacht. Und Schiffe, sorry, die kann man sich immer leisten (vom Unterhalt auf jeden Fall).
Ich kann mir schon beides leisten, aber andere ..... :D
[B@W] Abominus
17.12.09, 18:04
Ich kann mir schon beides leisten, aber andere ..... :D
Was interessiert einen Opportunist die Meinung des niederen Volkes? :D
Eidgenosse
17.12.09, 18:07
Ist heute Weihnachten? ABO & CUZA stimmen einmal Shakril zu, das gibbets doch net!!!!!11111
Ist heute Weihnachten? ABO & CUZA stimmen einmal Shakril zu, das gibbets doch net!!!!!11111
Fehlt nur noch Ryo *G*
Fehlt nur noch Ryo *G*
Dir erlaube ich gerne das du heute meine "($&)§$ kraulen darfst ;)
[B@W] Abominus
17.12.09, 21:31
Habe einiges angepasst...
Erkämpft Meerzugang
Haben oft die Deutschen Staaten. Die Belohnung sollte besser sein.
Core, oder das es keinen Nationalismus gibt in der eroberten Prov.
[B@W] Abominus
18.12.09, 18:06
Erledigt. Noch was?
Folgendes. Weiß gerade nicht wie die MIssion heisst, aber es heisst irgendwas wie Ansprüche an unsere Rivalen oder so.
Man bekommt eine Core wenn man im Krieg mit dem entsprechenden Land ist. Problem ist, das die Core während der Mission ständig wechselt, also man weiß gar nicht welche Core man bekommt, oft bekommt genau die falsche. Kann man das irgendwie fixieren, sodass die Core nicht ständig wechselt, sondern dass man genau weiß welche Core man bei der Mission kriegt.
[B@W] Abominus
18.12.09, 19:00
Nein, geht sicherlich, mir fällt nur keine Möglichkeit ein :(.
sheep-dodger
20.12.09, 15:00
Die Mission gain_cardinals ist aktuell noch verbuggt:
gain_cardinals = {
type = country
allow = {
NOT = { war_with = PAP }
religion = catholic
NOT = { num_of_cardinals = 1 }
monthly_income = 50
}
abort = {
or = {
not = { exists = PAP }
NOT = { religion = catholic }
war = yes
excommunicated = yes
}
}
success = {
num_of_cardinals = 1
}
chance = {
factor = 1
modifier = {
factor = 2
DIP = 6
}
modifier = {
factor = 0
idea = ecumenism
}
modifier = {
factor = 0
idea = humanist_tolerance
}
modifier = {
factor = 1.5
idea = divine_supremacy
}
modifier = {
factor = 3.0
idea = church_attendance_duty
}
modifier = {
factor = 3
monthly_income = 50
}
modifier = {
factor = 3
monthly_income = 100
}
}
effect = {
prestige = 0.05
}
}
Wenn man die Mission im Krieg bekommt wird sie sofort wieder abgebrochen und man kann sie nochmal bekommen, das ist mir letzte Session mehrmals passiert bis endlich zufällig eine andere Mission kam. Man sollte also ein:
NOT = { war = yes }
NOT = { excommunicated = yes }
in den allow einfügen, damit man diese Mission nicht bekommen kann wenn sie sofort wieder abgebrochen wird.
[B@W] Abominus
20.12.09, 16:16
Geändert.
[B@W] Abominus
05.10.12, 12:09
Da die Missionen offenbar gelöscht wurden (mit Sicherheit von mir :D), hier findet man die neuen.
###############################################
# 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.
[B@W] Abominus
08.10.12, 14:43
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
24.10.12, 10:02
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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