Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Otherwise, I love this mod. I do wish something like this was in the vanilla game.
This mod won't change. In research districts for 3.0, I may just add in the universal economic categories patch. That shouldn't cause compatibility issues that overwriting the job files would.
Vanilla forge and factory buildings add more jobs, they don't make them more productive. Furthermore, you can't make bureaucrats or soldiers more productive without editing the job files themselves (since they don't produce resources, but empire modifiers), which would be horrendous for compatibility. This mod follows vanilla conventions (and has since I uploaded it; I didn't update it to make the buildings planet unique, they were that way from the initial upload).
I also dislike the idea of combining science and admin for a few reasons:
1) I like them as separate mods.
2) It reduces flexibility.
3) The AI would not be able to handle it (not very intelligent at setting planet designations; right now the fact that forge and factory districts are combined is a major cause of deathspirals, since the AI doesn't understand that it can't make CGs on forge worlds).
Today you made me crazy hahaha
Apparently you have updated your mod so that there can only be one laboratory or one administration building per planet (such as the factories of consumer goods and alloys)
I have seen your bonuses, they are very poor, because they only generate more jobs, I think you should follow the official style and make the jobs themselves more productive (such as level 2 and 3 of alloys and consumer goods)
On the other hand if you want a crazy (and cool) suggestion
What do alloys and science have in common?
That you always want more and you never have enough
What about consumer goods and administration?
That you only want the right amount you need and you only build out of necessity
I think you should focus your mod on dualizing science and management districts in the same way that alloys and consumer goods are currently.
It would be a total success!
In this case, I think they're better off in the bottom. Reason being, you don't build too many of them in a normal game, so having them at the top of the UI and moving more-used districts like the resource districts to the bottom is annoying.
Put all the districts in the same mod and / or each one in an individual mod
In my case as a NSC player the naval capacity districts are highly unnecessary I would not use it, but they go hand in hand with the administration one: P