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Merge branch 'Imperia-Core' into Imperia-Kurdistan-Update
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Danarca committed Jan 31, 2025
2 parents 3e96fd0 + a0cc5f5 commit 31cccbc
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2 changes: 1 addition & 1 deletion .assets/steampage_backup/imperia_steam_page.txt
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Expand Up @@ -32,7 +32,7 @@ As a multiplayer centric mod, we also add many unique mechanics aimed for RP mul
[list]
[*][b]Great Power congress[/b]: Great powers can call a Congress based on the Congress of Vienna, in which a GP can request claim to a state, denounce or embargo a fellow power, or recognize a foreign power. Events about the Congress will fire for as long as the Congress is active, simulating interactions between the attendees’ diplomatic teams. Great Powers and Major Powers can vote in the Congress once their mind is made up by supporting, opposing, or abstaining the motion, impacting the vote by the amount of prestige they have.[img]https://raw.githubusercontent.com/Imperia-Development-Victoria-3/Victoria-3-Dev/Imperia-Core/.assets/steampage_backup/images/congress_of_viena_example.png[/img]

[*][b]Political Discord[/b]: Political Discord is a measure of how disjoint your external and internal politics are. Actions such as allying an ideologically opposing nation will make this number go up, and making decisions in events that go against the politics of your nation will also increase this number. Once the cap of 400 is reached, your nation will implode into many states, representing the many political disagreements within your country causing a civil war and a collapse of centralized government.[img]https://raw.githubusercontent.com/Imperia-Development-Victoria-3/Victoria-3-Dev/Imperia-Core/.assets/steampage_backup/images/political_discord.png[/img]
[*][b]Political Discord[/b]: This has been removed as of the latest release.

[*][b]Money Transfer[/b]: A new tab on the budget interface enabling direct money transfer between nations to aid players in negotiations and emergency aid packages.[img]https://raw.githubusercontent.com/Imperia-Development-Victoria-3/Victoria-3-Dev/Imperia-Core/.assets/steampage_backup/images/transfer_tool.png[/img]

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29 changes: 29 additions & 0 deletions .github/ISSUE_TEMPLATE/user-story.md
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@@ -0,0 +1,29 @@
---
name: User Story
about: User Story Template for Game Features
title: "[FEAT]"
labels: feature
assignees: ''

---

**Title:** [Feature] [Brief feature description]

**Description:**
_As a [type of user: player, admin, etc.], I want [goal] so that [benefit or reason for the feature]._

**Acceptance Criteria:**
- [Criteria 1: The feature should allow...]
- [Criteria 2: It should be visible when...]
- [Criteria 3: Ensure it works with...]

**Additional Details:**
- [Link to design/mockups if applicable]
- [Technical considerations]
- [Dependencies with other features]

**Priority:** High/Medium/Low
**Estimated Effort:** [Time estimate]

**Notes:**
- [Additional comments or context]
4 changes: 2 additions & 2 deletions .metadata/metadata.json
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@@ -1,8 +1,8 @@
{
"name" : "Imperia Roleplay Beta",
"id" : "",
"version" : "0.6.0",
"supported_game_version" : "1.7.*",
"version" : "0.10.0",
"supported_game_version" : "1.8.*",
"picture" : "thumbnail.png",
"short_description" : "",
"tags" : ["balance", "events", "expansion", "fixes", "gameplay", "graphics", "journal_entries", "map", "technologies", "utilities"],
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70 changes: 25 additions & 45 deletions common/building_groups/00_building_groups.txt
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Expand Up @@ -97,8 +97,8 @@ bg_munition_plants = {
bg_charcoal_kiln = {
parent_group = bg_light_industry

urbanization = 10
infrastructure_usage_per_level = 2
urbanization = 5
infrastructure_usage_per_level = 0.5

can_use_slaves = yes
}
Expand Down Expand Up @@ -321,18 +321,24 @@ bg_banana_plantations = {
default_building = building_banana_plantation
}

# Mining
# All Resource extraction, basically everything that is capped by resources

bg_mining = {
bg_extraction = {
category = rural

economy_of_scale = yes

capped_by_resources = yes

lens = mine
economy_of_scale = yes

cash_reserves_max = 25000
}

# Mining

bg_mining = {
parent_group = bg_extraction

lens = mine

urbanization = 10
infrastructure_usage_per_level = 2
Expand Down Expand Up @@ -408,20 +414,14 @@ bg_sulfur_mining = {
# Logging

bg_logging = {
category = rural

capped_by_resources = yes

economy_of_scale = yes
parent_group = bg_extraction

can_use_slaves = yes

default_building = building_logging_camp

lens = forestry

cash_reserves_max = 25000

urbanization = 5
infrastructure_usage_per_level = 1

Expand All @@ -434,11 +434,7 @@ bg_logging = {
}

bg_rubber = {
category = rural

capped_by_resources = yes

economy_of_scale = yes
parent_group = bg_extraction

can_use_slaves = yes

Expand All @@ -450,8 +446,6 @@ bg_rubber = {

lens = forestry

cash_reserves_max = 25000

urbanization = 5
infrastructure_usage_per_level = 1

Expand All @@ -466,18 +460,12 @@ bg_rubber = {
# Fishing

bg_whaling = {
category = rural

capped_by_resources = yes

economy_of_scale = yes
parent_group = bg_extraction

default_building = building_whaling_station

lens = fishing

cash_reserves_max = 25000

urbanization = 5
infrastructure_usage_per_level = 1

Expand All @@ -490,18 +478,12 @@ bg_whaling = {
}

bg_fishing = {
category = rural

capped_by_resources = yes

economy_of_scale = yes
parent_group = bg_extraction

default_building = building_fishing_wharf

lens = fishing

cash_reserves_max = 25000

urbanization = 5
infrastructure_usage_per_level = 1

Expand All @@ -516,20 +498,14 @@ bg_fishing = {
# Oil Extraction

bg_oil_extraction = {
category = rural

capped_by_resources = yes

economy_of_scale = yes
parent_group = bg_extraction

discoverable_resource = yes

default_building = building_oil_rig

lens = mine

cash_reserves_max = 25000

urbanization = 10
infrastructure_usage_per_level = 2

Expand Down Expand Up @@ -636,6 +612,7 @@ bg_technology = {
}

bg_bureaucracy = {
urbanization = 5
parent_group = bg_government
}

Expand Down Expand Up @@ -692,6 +669,10 @@ bg_manor_houses = {
infrastructure_usage_per_level = 0.0
}

bg_company_headquarter = {
parent_group = bg_owner_buildings
}

bg_owner_buildings = {
parent_group = bg_urban_facilities

Expand All @@ -711,9 +692,6 @@ bg_owner_buildings = {

always_self_owning = yes

min_hiring_rate = 1.0
max_hiring_rate = 1.0

ignores_productivity_when_hiring = yes

proportionality_limit = 1.0
Expand Down Expand Up @@ -788,6 +766,8 @@ bg_private_infrastructure = {
bg_canals = {
parent_group = bg_infrastructure
lens = special

is_government_funded = yes
inheritable_construction = yes

urbanization = 100
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6 changes: 6 additions & 0 deletions common/building_groups/imperia_building_groups.txt
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@@ -0,0 +1,6 @@
bg_lignite_mining = {
parent_group = bg_mining
default_building = building_lignite_mine
discoverable_resource = yes
can_use_slaves = yes
}
8 changes: 4 additions & 4 deletions common/buildings/05_military.txt
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Expand Up @@ -3,7 +3,7 @@
building_barracks = {
building_group = bg_army
recruits_combat_units = yes
texture = "gfx/interface/icons/building_icons/building_barracks.dds"
icon = "gfx/interface/icons/building_icons/building_barracks.dds"
city_type = city

has_max_level = yes
Expand Down Expand Up @@ -36,7 +36,7 @@ building_conscription_center = {
city_type = none

recruits_combat_units = yes
texture = "gfx/interface/icons/building_icons/building_conscription_center.dds"
icon = "gfx/interface/icons/building_icons/building_conscription_center.dds"

production_method_groups = {
pmg_training_conscription
Expand All @@ -53,7 +53,7 @@ building_naval_base = {

has_max_level = yes

texture = "gfx/interface/icons/building_icons/naval_base.dds"
icon = "gfx/interface/icons/building_icons/naval_base.dds"
naval = yes
unlocking_technologies = { admiralty }

Expand All @@ -64,7 +64,7 @@ building_naval_base = {
required_construction = construction_cost_very_low

# Can only build naval bases on the coast
possible = {
potential = {
is_coastal = yes
}

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26 changes: 22 additions & 4 deletions common/buildings/06_urban_center.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

building_urban_center = {
building_group = bg_service
texture = "gfx/interface/icons/building_icons/urban_center.dds"
icon = "gfx/interface/icons/building_icons/urban_center.dds"
city_type = city
residence_points_per_level = 0

Expand All @@ -21,7 +21,7 @@ building_urban_center = {
buildable = no
expandable = no
downsizeable = no
cannot_switch_owner = yes
can_switch_owner = no

terrain_manipulator = urban_city

Expand All @@ -47,7 +47,7 @@ building_arts_academy = {
pmg_principle_freedom_of_movement_3
}

texture = "gfx/interface/icons/building_icons/building_arts_academy.dds"
icon = "gfx/interface/icons/building_icons/building_arts_academy.dds"

required_construction = construction_cost_medium

Expand All @@ -58,7 +58,7 @@ building_arts_academy = {

building_power_plant = {
building_group = bg_power
texture = "gfx/interface/icons/building_icons/power_plant.dds"
icon = "gfx/interface/icons/building_icons/power_plant.dds"
levels_per_mesh = 5

city_type = city
Expand All @@ -73,6 +73,24 @@ building_power_plant = {

required_construction = construction_cost_very_high

ai_value = {
value = 1000

# Need 1 level of Power Plants everywhere as its a local good and a prerequisite to enabling electricity PMs to begin with
if = {
limit = {
NOR = {
has_building = building_power_plant
any_scope_building = {
is_building_type = building_power_plant
is_under_construction = yes
}
}
}
add = 4000
}
}

possible = {
owner = {
NOT = { has_law = law_type:law_industry_banned }
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