Improvement graphics are sometimes hardcoded in the machine. I know it's possible to change the graphic by using the exact name, but it's not possible to use more then two landworked graphics in an era. Though I never tested for different artstyles in an era.
Ah I see the graphic is set in PlotLSystem.xml.
Just replace the folder. The reason I included the cities folder is because I removed both Uni facility graphics in it (GO and HQ). If you keep it as is, you increase the donwload volume.
I can't remove stuff without releasing a new version instead of a mere patch. Anyway, if I understand correctly, no files were edited.
On my end the modern windmill shows in the seas when constructed.
That is suspicious.

Poor me!
I was even surprised you managed to let kelp and windmills coesist on the same plot! At least, I assume that was intended? I never heard of anybody who achieved two improvements on the same plot. Unless you have a niffile hidden somewhere with kelp+windmill in it?
One thing though, when highlighting the plot with a kelp or a windmill on it for a seaformer job, it still says "will remove [insert existing improvement] of this plot".
Kelp is a feature. I use some ugly python code to make it work.
That message can only be removed by making some SDK modifications. I'll do it... some day.
OTOH, seabases don't show any city building on the plot itself, only a road.
Indeed. Some pirate graphics would definitely be useful for this reason!
When taking the factions' agenda in account, I wouldn't be afraid of using some kind of "dump" architecture for the lowest class. Perhaps prefab stuff should be kept on this faction at all times?
Lol, would be fitting indeed. GarretSidzaka's cityset already includes one building which fits this definition: the greenhouse.
I've PMed him with a screenie showing the purple buildings in Scene Viewer btw.
The Aerospace Complex shouldn't be more then a square landing field, but with a very good scifi texture, perhaps like the Russian carrier model in the database. With this I can always put a faction city building or two on the field to depict that faction's uniqueness in support buildings if you want. I see this Complex in a 3x3 node, so mosttimes it will appear on the outskirts of bases.
For the record, I noticed a possible Aerospace Complex alternative in woodelf's Spartan cityset!
(I'll edit this post as I reply to the other posts, unless someone replies to this post first)
If the effect can't be given globally by the HQ, then that's that. I'm not against extra graphics in a base, only unnecessary facilities for the sake of facilities.

But can't these effects be covered by a trait in some cases instead of a building? It's a start for the lack of traits in the mod at this stage.
It would indeed be useful for all faction effects to be given by traits eventually, so that you can easily view all that makes a faction special by hovering over the faction flag.
But this kinda strikes me as polish work, not a high priority at the moment given all other stuff that needs to be done in the SDK, no? Can't the Governor's Office show up as a tiny building if so desired for the time being, thus not disturbing the cityset?
Talking about facilities. Looking at the stats of the GeneJack Factory it striked me that its stats would be best served in a national 'project'. I mean, it looks to me a bit unbelievable that one base governor would be allowed to force citizens and drones in greater productivity, while in the next base all things stay normal. Oppression plays in my opinion more on the global level of a faction.
The genejack factory represents the infrastructure required to create and put to work genejacks I guess, not the permission to do so. I was thinking Genejack Factories could provide 1 unhappiness under Democracy btw.
Having +2 hammers for citizen specialists for free, would make building new bases too attractive btw.
And, as a project, it saves on another graphic.

Same thing with stuff like the Human Genome
Project, the Virtual World and others. As projects they don't need graphics, can't be rushed afaik, and can't be conquered too what makes sense in a way.
But... but... I like conquering secret projects, or bases getting local benefits due to a secret project.

Besides, because most SMAC stuff are indeed rather faction/planetwide projects rather than base buildings, there's currently an extreme shortage of world wonders! I need believable excuses to have MORE secret projects as buildings, not less!
