Really? *I* didn't realize that. In vanilla, a religion will only spread to a city which has none?
Its not a well-advertised feature. I realized only a few months ago when starting to do the religion design for this mod.
As I have pointed out before the fresh water spread system is a hack, and I don't want to pile another hack on top of it. I
I understand that the fresh water system (for catchbasins/reservoirs) is a hack involving placing invisible fresh water resources; this is fine.
But: the spice-prevention mechanic is not a hack (I thought?).
There is code somewhere that prevents the spice resource from spawning (and removes the spice resource from):
a) any tile that has fresh water access (eg well tile and tiles adjacent to the well, or tiles in the 4 corners of a
AND
b) Any tile *adjacent* to a tile that has fresh water access.
My memory is that b) was specifically and deliberately introduced somewhere in the patching process. Perhaps I am wrong?
My request is for you to roll-back b).
So imagine a 5x5 grid, top row 1-5, second row 6-10, middle row 11-15, etc.
Suppose that there is a well on 13 (the middle tile).
Part a) will block placement in tiles 6, 7, 8, 12, 14, 17, 18, 19. Which is fine.
But part b) means that every tile adjacent to {6, 7, 8, 12, 14, 17, 18, 19} also gets blocked.
So a single well is wiping out 25 tiles from being eligible for spice.
Or consider a city at tile 13 with a catchbasin.
Under the status quo, it creates invisible fresh water resources in tiles 6, 8, 17 and 19. Which is fine. Its a good hack.
Then a) by itself will already block every tile in the 25 tile grid.
With b), the block is extended out even further.
My design intention would be:
1) A well blocks a 3x3 grid from spice access.
2) A catchbasin blocks a 5x5 grid from spice access
3) A reservoir blocks a 7x7 or 9x9 grid from spice access (depending on whether it has fresh water radius 2 or radius 3).
But I think the current impact is:
1) A well blocks a 5x5 grid from spice access.
2) A catchbasin blocks a 7x7 grid from spice access
3) A reservoir blocks a 9x9 grid from spice access (from radius 2).
I think this is too much.
Maybe I am misinterpreting things?
* * *
You keep suggesting overlap between Ix and technocracy, and I keep not implementing that.
I would not say I am suggesting an overlap, I would say I am suggesting a small synergy.
Imperial has a small synergy with Corrino.
Shai-hulad has a small synergy with Fremen.
CHOAM/Landsraad has a small synergy with Ecaz.
Why do you object to a small Ixian synergy with Technocracy?
I do not understand your opposition to this.
You didn't like the overlap we had before, where Ix was immune to the happiness penalties from automated buildings. Fine, we removed them.
But this issue is on the same order of magnitude as other things in the mod that you seem to have no problem with.
By comparison to FFH:
Ljiolsofar and Svaltar have *major* synergy with Fellowship of Leaves.
Sheaim have synergy with Ashen Veil.
Lanun have synergy with Octopus overlords.
Khazad have synergy with Runes of Kilmorph.
etc.
Its not exactly a mod-killer.
In any case, this synergy is of secondary importance; the primary importance is to make the various thinking machine robotic/computerized buildings into Technocracy religion buildings.