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Flagging it like the Government Plaza is equal to just reworking his ability because then you no longer get *any* free building in Campuses, Industrial Zones, Holy Sites, etc.
If this "dummy building" is expensive, it gets weird with a) repairs and b) abilities returning yields for production cost (e.g. Ramses). If it's cheap, abilities like Hammurabi's will pick it instead of a normal building.
I also noticed that the dummy buildings still give their specialist yields while they're pillaged, meaning that not being able to repair them doesn't affect anything other than the text on the tooltip. But even though it doesn't break the specialist bonuses, it's still a problem because it means that the attacker needs to waste 3 turns pillaging the "buildings" before the district can actually be disabled. For example, I initially discovered this bug because I was trying to shut down an enemy Spaceport and noticed that I needed to bomb it 4 times before anything actually happened. It's not game-breaking, but it's still annoying, and it also makes it really easy to get a ton of yields from pillaging AI cities with light cavalry.
For that to happen, Firaxis need to release the source files, so modders can change AI the right way.
I'm trying to track down MP desync issues and on civfanatics.com I've seen multiple posts about using pairs instead of ipairs for multiplayer is a source of desync problems. I noticed pairs is being used in the lua file for this mod and was wondering if the dummy buildings being created in different orders for different players may be a problem... Sorry if I'm barking up the wrong tree.
So you need only one neighborhood for the buildings, any additional neighborhood will always just be there for housing - but with this mod, at least each building gets an effect that scales with the number of neighborhoods in the city.
I'll keep looking.
Can it be fixed with adjusting load order?
Building the Suburbs (Hospital, etc), leads to "dummy" building in other districts, lets say Campus. If that districts gets pillaged (by enemy or natural disaster), you repair the buildings within. But you have no option to repair the Suburb "buildings" within Campus or Neighborhood, so those "buildings" stays as pillaged for the rest of the game.
I've checked the logs, but can't see any obvious problems reported there regarding this mod. But I could be wrong.
anyway, loved the mod and the rest of the urban complexity pack, good job :)
Or stay with the food angle but have it exist as an alternative: +1 gold to specialists, +1/2 food to improved tiles in this city? That way you choose between weaning your city off working tiles entirely (market) or empowering the workers (mall) but keeping them around.
3rd option - why wouldn't someone go specialists? Maybe you've maxed out your IZ slots and you're working a bunch of productive mines with Ruhr, just hoarding hammers to wonder spam or 1-turn district projects. It would be cool if the Mall buffed projects somehow, that would tie into the GPP suggestion. Maybe a flat +100% production to projects, or if you complete a project it 'completes' it twice,or hell maybe you can buy district projects with gold?
The only downside is I've never found a reason to go Shopping Mall over Food Market, the +1 gold is just not enough of a draw vs having all your specialists be self-sustaining. Once you have an Industrial Zone and your Wincon district up, specialists are always going to be better than working tiles, so why wouldn't you max them out with Food Market?