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Where was it they said they tried to fix that issue?
That was the modders, not Firaxis.
Limits came after patches, without a warning...ditching modders on the way.
Even if this is the case...we still need some guidance, as to what this limit is? Is it asset count? Is it textures? Is it polygons? Is it BLP or Artdef length? What exactly to address for a fix?
I have pasted the whole '.dll' code for an 'unlimited tree' mod used in Cities: Skylines, on Civ Fanatics for anyone and everyone to see - Unfortunately I don't understand the code.
but even if you get the source code of that mod, civ6 doesn't use the same framework as city SL, it doesn't compile/load DLL from mods, and it's not the same kind of limit issue AFAIK.
Fair enough. I'm just looking for solutions that don't rely on a company that really, as seen often enough, doesn't really give a stuff about it's customers, including those who have spent countless hours helping make it (the game), a better experience for all.