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The only way for a District to be placed on a resource, is to have that resource be harvestable. The game will then remove the resource when you place a district down on top of it. There is nothing that modders can do about that due to that code being outside of modder control. This mod makes all resources harvestable programmatically (all modded resources supported). This mod then listens for a lua code event that triggers when a resource is removed from the map. If the resource removal was due to a district being placed on top of it, that resource will be put back into the hex. Any resource under a completed district or wonder, will act the same way as if a city was placed on it. Any mod (like this) that uses lua code to make changes to the game map/units/cities will likely cause desyncs in multiplayer.
这适用于修改过的资源吗?
我的顯示卡有點問題開遊戲會藍屏 目前沒辦法測試
我下次改成每次啟動的時候掃描資源 不儲存看看
資源可移除的部分可能要看mod優先度 我想大部分應該是兼容的吧
Commercial district: Wine, Tobacco, Tea, Sugar, Spices, Silk, Ivory, anything that could be used in trade or sold in a bazaar
Campus district: Amber, Gypsum, Mercury, Uranium, basically anything that might have scientific use in life
Industrial district: Iron, coal, oil, niter, aluminum, things you need to mine or process before being sold
Religious district: Incense, Wine, Jade, Marble, things that can be used for religious purposes or for making idols
Harbor district: Any sea resource
Theater district: Wine, Dyes, Silk, Marble... Things that could be used for arts or entertainment
You get the idea right? It will take some thinking for sure but it makes more sense than simply allowing a Campus district using Wine, I guess...
Actually, I added the removed resources back.