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- It doesn't have any localisations. That said, there are localisations about "district_ocean_farming".
- On tooltip, it shows as " jobs: +2". In localisations, mod_job_aquatic_farmer_add is "$job_automatic_farmer$ Jobs", not job_aquatic_farmer.
- At job_aquatic_farmer_effect_desc, job output after job_aquatic_farmer_effect_desc is yellowed and without a line break. "§Y$unity$§" needs "!" to be closed.
one bug that i encountered tho is with terraforming habitable worlds: the districts stay the same, i dont know if this is supposed to happen, but i'd rather not have "shelter" districts on mars after having it terraformed to a continental world...
edit: production districts have no housing? is this intentional?
1) AI really loves workshops. Like really really likes them. Is that intentional or just a beta feature?
2) I woud scale down the ammount of districts you get when you unlock them on a planet to 2-4. Currently you get max number of districts your planet can support which is kinda OP. Seeing AI with 35 phys/soc research 17 alloy and 500 engi research 40 years in is kinda strange
3) AI almost always prefers to build those and ignore building slots and since they will build worshops the wont have enough alloys or other research.
Otherwise i really like the direction this mod goes
As a side note i saw that you looking for help so if you still looking for artist then message me i coud make few pics for you here and there
Is upkeep really necessary here? I rarely got more than 2 archeo districts thro my entire empire, that means 0.4 artifact/month (even with tons of production bonus, maybe 1 a/m) - and that means, i can only support _1_ T2 district. Indeed, they are powerful, but whats their point, if i almost cant use them?
I read your 0_housing_districts.txt and it uses scripted triggers like "need_build_houses" or "need_destroy_houses", but there are no such scripted_triggers neither in vanilla nor your mod.
So I am figuring "need_build_houses" is no always, even when it should be yes.
Would you like to fix this issue? Thank you in advance.
1: "has_ocean_farms _deposits" scripted triggger in 4_farming_districts.
I am thinking it might be "has_ocean_farming_deposits".
2: need_energy_facility and need_mineral_facility scripted triggger.
"AI and Balance Overhaul 2.5" doesn't have them, while there are need_energy_grid and need_mineral_plant.