generalstaff
Steadfast
great to see you back on the forums
great. however an important note first: the early buildings i've modified i needed to use the bForceOverride tag which means all changes you make to these buildings now (in their original folder) will be cancelled by my overwrite. if you adapt the buildings to my stats i could drop the overwrite tag as i won't need it anymore.
Thank you.
Well, since my plans work with your mod, I can proceed. I will inform you later about how much I will adapt to your stats since I have to go through your mod in detail; I will be sure to give you advanced noticed.
i like that you want to make a nice continuation for the textile industry. i had plans of my own for them: weaver -> tailor -> spinning mill -> textile factory and similar tannery -> industrial tannery -> textile factory. for the tailor i was thinking about a spinning wheel tech (it was developed around the medieval). the spinning mill was though as a (pre)industrial manufactory available with a mercantilism or later. the textile industry/factory as a modern building should come into play when one has some tech for synthetic textiles (and thus bring the prior different industries of tanners and spinners into one building. the tanning industry has greatly changed with the development of chemistry and that was where i wanted to settle the industrial tannery.
The reason for just Textile Mill is the feeling of simplifying the number of buildings, and simply having technologies make the building better (I am really glad that Afforess added that code). Thankfully, Zappara added the "Chemicals" resources, which allows me to represent synthetic dyes, something that needed a historical representation in game.
however one thing you should note:
please consider giving these buildings a static (resource independent) gold bonus + a minimal and static(!) additional bonus per each resource. alternatively - e.g. for the tannery - one could make the resource bonus much higher but require the right resource in city vicinity (makes sense as in the early ages one could not transport raw resources over large distanced just for processing - one traded rather with finished products).
A small static bonus is one of the tweaks I was planning, so that is going to do. The only reason I do not want to make them vicinity is the risk of slowed science progression versus the year. Originally, percent bonus was my only option, and made sense due to the need for it during Snail games, but much has changed since then.
On a final note, do you know if the resource limit has been fixed? I would like to know now rather than trail/error or waiting for Afforess.