I created a new District, it all works as intended. But when you go to place it it shows the Housing Icons:-
Code for the District:
As I said the code works, you get the district ingame, you place it and get the required + to Gold (Not housing as in the screenshot). I am guessing it has something to do with the UI rather than the code, in DistrictPlotIconManager.lua or AdjacencyBonusSupport.lua possibly? I have looked at both files but can not see anything that would prevent the game registering the correct adjacencies. Lua is not strong in me
Code for the District:
Code:
INSERT INTO Districts (DistrictType, Name, PrereqTech, Description, Cost, RequiresPlacement, RequiresPopulation, NoAdjacentCity, Aqueduct, InternalOnly, ZOC, CaptureRemovesBuildings, CaptureRemovesCityDefenses, PlunderType, PlunderAmount, TradeRouteCapacity, MilitaryDomain, CostProgressionModel, CostProgressionParam1, OnePerCity, TravelTime, CityStrengthModifier, AdvisorType) VALUES
('DISTRICT_SHOPPING_COMPLEX', 'LOC_DISTRICT_SHOPPING_COMPLEX_NAME', 'TECH_Dawn_of_Civilization', 'LOC_DISTRICT_SHOPPING_COMPLEX_DESC', '84', '1', '1', '0', '0', '0', '0', '0', '0', 'PLUNDER_GOLD', '50', '0', 'NO_DOMAIN', 'COST_PROGRESSION_NUM_UNDER_AVG_PLUS_TECH', '25', '0', '3', '2', 'ADVISOR_GENERIC');
INSERT INTO District_TradeRouteYields (DistrictType, YieldType, YieldChangeAsOrigin, YieldChangeAsDomesticDestination, YieldChangeAsInternationalDestination) VALUES
('DISTRICT_SHOPPING_COMPLEX', 'YIELD_GOLD', '0', '1', '1');
INSERT INTO District_GreatPersonPoints (DistrictType, GreatPersonClassType, PointsPerTurn) VALUES
('DISTRICT_SHOPPING_COMPLEX', 'GREAT_PERSON_CLASS_MERCHANT', '1');
INSERT INTO District_CitizenYieldChanges (DistrictType, YieldType, YieldChange) VALUES
('DISTRICT_SHOPPING_COMPLEX', 'YIELD_GOLD', '2'),
('DISTRICT_SHOPPING_COMPLEX', 'YIELD_FOOD', '1');
INSERT INTO District_Adjacencies (DistrictType, YieldChangeId) VALUES
('DISTRICT_SHOPPING_COMPLEX', 'Harbor_Gold'),
('DISTRICT_SHOPPING_COMPLEX', 'RoyalDock_Gold'),
('DISTRICT_SHOPPING_COMPLEX', 'District_Gold');
INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES
('MINOR_CIV_TRADE_TRAIT', 'MINOR_CIV_TRADE_SHOPPING_COMPLEX_PRODUCTION'),
('TRAIT_CIVILIZATION_ADJACENT_DISTRICTS', 'TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD');
INSERT INTO Modifiers (ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId) VALUES
('MINOR_CIV_TRADE_SHOPPING_COMPLEX_PRODUCTION', 'MODIFIER_PLAYER_CITIES_ADJUST_DISTRICT_PRODUCTION', '0', '0', null, null),
('TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD', 'MODIFIER_PLAYER_CITIES_DISTRICT_ADJACENCY', '0', '0', null, null);
INSERT INTO ModifierArguments (ModifierId, Name, Type, Value, Extra) VALUES
('MINOR_CIV_TRADE_SHOPPING_COMPLEX_PRODUCTION', 'DistrictType', 'ARGTYPE_IDENTITY', 'DISTRICT_SHOPPING_COMPLEX', null),
('MINOR_CIV_TRADE_SHOPPING_COMPLEX_PRODUCTION', 'Amount', 'ARGTYPE_IDENTITY', '500', null),
('TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD', 'DistrictType', 'ARGTYPE_IDENTITY', 'DISTRICT_SHOPPING_COMPLEX', null),
('TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_GOLD', null),
('TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD', 'Amount', 'ARGTYPE_IDENTITY', '1', null),
('TRAIT_ADJACENT_DISTRICTS_SHOPPING_COMPLEX_ADJACENCYGOLD', 'Description', 'ARGTYPE_IDENTITY', 'LOC_DISTRICT_DISTRICT_1_GOLD', null);
INSERT INTO AiFavoredItems (ListType, Item, Favored, Value, StringVal, MinDifficulty, MaxDifficulty) VALUES
('MinorCivDistricts', 'DISTRICT_SHOPPING_COMPLEX', '1', '0', null, null, null);
As I said the code works, you get the district ingame, you place it and get the required + to Gold (Not housing as in the screenshot). I am guessing it has something to do with the UI rather than the code, in DistrictPlotIconManager.lua or AdjacencyBonusSupport.lua possibly? I have looked at both files but can not see anything that would prevent the game registering the correct adjacencies. Lua is not strong in me