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I made a german translation for this mod:
https://1drv.ms/u/s!Ah67PnZDpIHVilHKqSrnjgaC2apk?e=0gU1tU
FearSunn made this mod 15 months ago... back before the patches that made Industrial Zones decent districts, so that's why there are some redundancies (e.g. the lumber mill getting a double adjacency bonus).
Kind regards,
DB
It already have adjacency from lumber mill, so your adding makes it repeated and redundantly powerful.
Adding plantation to production resource make it a little bit wired and anti-intuitive, because all plantations in the game actually grow food and luxury -- why banana and orange give bonus to production? When we design some game rule, we have to consider both game numerical balance and its reality representation.
Finally, you give pastures and camps bonus from inside buildings, so adding camps and pastures to adjacency makes it repeated.
Too many source from adjacency make it meaningless to make a choice of location. Location doesn't matter any more because almost anywhere is the same. Lumber mills and mines are everywhere at all. That also makes factory and power plant OP.
Also, though they do still give the bonuses, the tooltips for the factory and the power plants don't show the bonuses they give to lumber mills and stuff.
It add a new kind of power plants. Is their a way to add the bonus gave by this mod to the power plants, to that new power plant too ?
Consider supporting me otherwise this mod might not be updated next time. Thank you!
plz
QAQ
i lv ur md so mch
- Industrial Zone . Adjacency is too strong, and makes Lumbermills too powerful given they give both adjacency and then get boosted by IZ buildings. Keep IZ with existing adjacencies (+1 mines & quarries, +0.5 other districts), and instead make lumber mills +0.5 adjacency and add a +2 adjacency from Harbours (Harbours already give +2 adjacency to Commercial Hubs).
- Workshop . +1 additional production per resource that early is a bit strong. Perhaps just +1 gold for pastures, camps and bonus resources, and an additional +1 food for camps. If you want to buff the Workshop further, maybe give it +1 housing.
- Factories, Powerplants . Having these buildings add additional production to Mills, Mines and Quarries is a good idea. Perhaps add +1 Housing and +1 Amenity to these buildings' local and regional bonuses.
Then I am totally ok with "half decent" cities getting production boost from IZ. This is how things work in real life: build a factory and some small city becomes important. This is ok, imho.
And I am very reluctant nerfing Lumber Mills in any way. I personally hate chopping. Woods seem to be the main target for chopping unfortunately. Therefore I am using any occasion to increase Lumber Mill importance.
Any suggestions and feedback are welcome!