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It would be really cool if improved districts also provided additional benefits, such as improving the adjacency bonus' and maybe additional benefits associated with that type of district. EG, max level housing could also have a small impact on moral. Max improved entertainment districts could boost tourism slightly. Farms could provide a little pollution mitigation and industry could have a lower pollution output at higher improvement levels.
If you complete it, lemme know. i'mma be first subscriber >: ]
Learned this the hard way, when I discovered that I need Bioplastics, to continue to upgrade my manufacturing districts.
'ppreciated :3
@Graphite: Yeah, I learnt how that worked similarly.
Note that the buff are minor from level to level, but they do build up significantly once fully upgraded. The districts will not upgrade themselves automatically to prevent queue spamming. If you don't like that, it can be made so that they do upgrade automatically; just have to comment an entry to that effect in the XML.
Anyway, hope you enjoy. I'll probably try to improve on the idea in the future, maybe limit it to only 2 more significant upgrades at Level 3 and 5, to reduce the amount of clutter, etc. So it's a work in progress.
Thanks Draver. I downloaded it, ready to bootup for my next game >: ]
What exactly does your mod do?
Found out this weekend, that leveling is capped differently for the various district types, depending on your civilization's traits.
Example: Playing as the Phalenoids, was able to level up Research to 7, but Manufacturing to 6. But because Preferred Lending isn't an option, don't think I can even reach level #5 for Financial districts.
So I'm curious if your mod allows higher levels to be reached.
- Leveling up individual district types, still at least 1 district of that type & the necessary resources. (i.e. no change from not having the mod)
- Assuming the player has the required techs, any district type can eventually be leveled up to #7.
- Example 1: Player wants to level up the Financial district type, but the game says Preferred Lending tech is required. Even with your mod, the Financial district type cannot be leveled up, if the player hasn't researched Preferred Lending; doesn't matter if tech is available or not, the Financial district type is capped at its current level.
- Example 2: Manufacturing district type is at level 6, and the player wants to max it out to level 7. Cannot be done because of some civilization trait, or lack there of. This mod would allow him/her to increase Manufacturing districts to level 7.
So draver, did I capture what your can mod can & cannot do?