Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I remember playing this mod back in 3.6 and it had the Environmental tradition
- Halved waste reduction from Custodians and Rangers
- Extreme ends of the Environmental Policy policies effect waste from jobs by 3 instead of 2
- Pollution events less likely, especially with low waste (I will continue to adjust this in the future, so please let me know how it's working)
Automation not removing modifiers.
I also feel like I spend a ton of time just finding and removing these modifiers despite all the effort into making my planets clean so i dont think the AI is prioritizing there remove as an automated planet had 8 pollution related modifiers. like they were not being removed and just slowly stacking on.
Added urban park decision, gives + amenities, - waste, and - housing from city districts
Park zones now require the national park tradition (unless environmentalist)
Park zones give +75 ranges and +25 waste workers, various new bonuses (both by default and from Environmentalist traditions)
Park zones can now take unity buildings
Empires may start with a waste processing building, depending on civics and origins
The reason is that the OR statement in the unlock itself ALSO needs to be nested in within an Owner = { } statement as apparently that is what actually allows the planet to check who owns the planet when checking if the zone can be built.Its a pretty easy fix of 6 lines to fix all three zones.
I have confirmed that this bug occurs with only this mod running and that nesting the zone's unlock OR statement inside of an Owner statement fixes the bug.
The zones are not currently locked by the tradition (although they will be later), the traditions just buff the zone.
Here is what I am currently considering:
- Waste Buildings are a planetary unique that gives jobs from city distrcts (and rural if Agrarian), maybe also waste reduction from civilians (especially at higher levels)
- Urban Park decision that gives + amenities and waste reduction, but - housing from city districts.
- Maybe a similar decision for rural districts
- Buff park zone but lock it behind environmentalist tradition (environmentalist civic also unlocks it)
If you have any other suggestions, please let me know.
I should also mention that the parks are not available if playing a wilderness empire.
Make sure you have the required sub mod.
Remember to download the required sub mods, or half the mod won't work.
There won't be anything unique with the Wilderness origin for the comp patch, beyond the waste worker job swap. I will try to add more for it later.