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Lignite Coal #354

Merged
merged 37 commits into from
Jan 26, 2025
Merged

Lignite Coal #354

merged 37 commits into from
Jan 26, 2025

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Danarca
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@Danarca Danarca commented Jan 5, 2025

This has been slowly cooking since 1.6, so it have gone through 2 major compatches since its inception. I've done my best removing outdated references, and it seems to work as intended..

Crushita, the original modder for this project, did a bunch of research on lignite deposits, their locations and density afaik. His contributions in the map_data files are indicated with # IMPERIA LIGNITE above them.
He wasn't done though when he left, so I took over.

I've indicated the original amount of coal on the vanilla coal lines and the % that was moved to lignite.
Generally I've gone with 75% (50% some places) of the coal moved to lignite, with 75% of that lying undiscovered. The deposits are real-life accurate as best as I could, although I took data from the modern day... But I'm guessing locations of coal deposits doesn't change in 200 years.
Lignite Mining is also only 80% effective compared to normal coal mining, (considered when moving coal to lignite; 4 coal mines became 5 lignite) just to disincentive it, and outputs a whole lot more pollution. Which is accurate. 30 - 40% more pollution compared to coal (when measuring the energy output) is the general rule of thumb, apparently.

I haven't moved already-existing coal mines into lignite buildings, which is certainly a way this branch could be improved!

For now, I'm just gonna check on vic3-tiger to see if everything is ok.

Danarca and others added 27 commits January 19, 2024 18:05
Lignite mines added around the world. Mines and discovery event localized.
Updated to 1.6
Imperia naming
Functionally complete
Should really be applied where the lignite coal is burned, but... We only have 1 coal good type. This is the next best solution.
Eastern Europe / Russia + Ethiopia + Costa Rica deposits added
@Danarca Danarca requested a review from HiddeLekanne January 5, 2025 17:15
common/buildings/imperia_mines.txt Outdated Show resolved Hide resolved
common/production_methods/imperia_mines.txt Outdated Show resolved Hide resolved
events/imperia_lignite_events.txt Show resolved Hide resolved
@@ -0,0 +1,20 @@
building_lignite_mine = {
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This is the profitibilty graph compared to some other buildings:

image

Check if that is desirable.

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There's only 4 main production methods in the primary group though, whats that 5th one? Because that is definitely not intended :s

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It's era level, not production method order.

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Hmm, actually... If anything, 3 and 4 should be higher.. Didnt see 5 on the normal coal mine was that high as well.
I.. Think we may have to go over the balancing collectively during the meeting :s

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THE CHILDREN YEARN FOR THE MINES, AND I HAVE GIVEN THEM THE MINES

@Danarca Danarca requested a review from HiddeLekanne January 13, 2025 07:32
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Danarca commented Jan 13, 2025

Oh wait, Crushita had to do a once-over on any missing states for lignite, right?
If thats the case, you can ignore my poke for a review for now Kikker :p

I've also added the charcoal kiln to the india region, since I had to dig into the meshes anyways..

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Danarca commented Jan 13, 2025

Just to test out the copilot summary feature, Im gonna leave this here

This pull request introduces a new lignite mining feature, including the addition of a new building type, associated production methods, and modifiers. The changes span multiple files to incorporate lignite mining into the game, including new events and graphical updates for different city types.

New Lignite Mining Feature:

  • Added a new building group for lignite mining in common/building_groups/imperia_building_groups.txt, including properties such as parent_group, default_building, and discoverable_resource.
  • Introduced a new building type for lignite mines in common/buildings/imperia_mines.txt, specifying attributes like icon, city_type, levels_per_mesh, and production_method_groups.
  • Implemented new production methods for lignite mines in common/production_methods/imperia_mines.txt, detailing input/output values, state and building modifiers, and unlocking technologies.
  • Added new modifiers for lignite mining in common/modifier_type_definitions/imperia_modifier_types.txt, including tax, mortality, standard of living, employee, and throughput modifiers.
  • Created a new event for discovering lignite resources in events/imperia_lignite_events.txt, with triggers and options for adding a state modifier.

Graphical Updates:

  • Updated various city types to include the new lignite mine building mesh in files such as gfx/map/city_data/city_types/african_mine.txt, gfx/map/city_data/city_types/american_mining_oilrig.txt, gfx/map/city_data/city_types/arabic_mine.txt, gfx/map/city_data/city_types/asian_mine.txt, and gfx/map/city_data/city_types/default_mine.txt. [1] [2] [3] [4] [5]

Historical and On-Action Changes:

  • Added historical data for lignite mines in common/history/buildings/lignite/13_australasia.txt, creating a building in New South Wales.
  • Introduced new on-action triggers for resource discovery in common/on_actions/imperia_index_on_actions.txt and common/on_actions/imperia_misc_on_actions.txt. [1] [2]

Static Modifiers:

  • Added a new state modifier for a lignite rush in common/static_modifiers/imperia_modifiers.txt, affecting employee multiplier and migration pull.

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Still profitibility:

image

@HiddeLekanne
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image

@HiddeLekanne
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So if you could still doe the transport pm that would be great.

@Danarca Danarca merged commit a0cc5f5 into Imperia-Core Jan 26, 2025
@Danarca Danarca deleted the Imperia-Coal-Traits branch January 26, 2025 17:03
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3 participants