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I will fix that though, it's a bit silly. Thanks for raising it.
@Davi, Mostly yes, but mod have some minor feature - "urbanization levels" for urbanistic world specialization. It's a planet modifier that give some bonuses for arcology project desision, for more information you can ask Dunno :)
Oh, and for Relic World new things you can check Relic World Flavour mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
@MightyShark, it does work, but the game protests loudly. I'm not happy about that implementation and will be tweaking it for 4.0
Trigger count_owned_pop cannot be used in this context at file: in scripted trigger ef_has_population_density at file: events/ecu_misc_events.txt line: 43 line: 1
Is that trigger actually working ??
also, the crossroads event seems bugged, as picking the industrial path gave no modifiers or new decisions
Reference Screenshot: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405183520
Any help appreciated.
That depends on wich specilisation you picked for your planet.
I have one request though can you turn if of for worlds where the combined districts between city and industry does not exceed the basic resources once's.
Picture to show why i am asking this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401399185
Feels a bit dumb that i keep getting this trigger on a world that is nothing but farms.
@Solarshade there's supposed to be a cooldown specifically to stop that happening. Guess which event didn't have that?
@LordWildMan thanks, that's a really excellent suggestion! I've implemented that now, so you shouldn't get that weird behaviour anymore.