Hi,
Watching the game turning into the carpet of districts somewhere by midgame I decided to put a mod to tie placement of urban districts to city population (e.g. 1 urban district per 4 populations).
Turns out that disabling urban district placement is easy - that will only allow you to build in the existing slots:
However, creating a modified and properly enabling it in the trait is a pain since there is no similar effect in the game, the effect simply won't work even if mod id is linked to the trait properly:
If anyone had an understanding/knowledge how to update this logic properly, would be greatly appreciated!
Watching the game turning into the carpet of districts somewhere by midgame I decided to put a mod to tie placement of urban districts to city population (e.g. 1 urban district per 4 populations).
Turns out that disabling urban district placement is easy - that will only allow you to build in the existing slots:
Code:
<Districts>
<!-- Only updating the line for DISTRICT_URBAN -->
<Update>
<Where DistrictType="DISTRICT_URBAN"/>
<Set AutoPlace="false"/>
</Update>
</Districts
However, creating a modified and properly enabling it in the trait is a pain since there is no similar effect in the game, the effect simply won't work even if mod id is linked to the trait properly:
Code:
<GameEffects xmlns="GameEffects">
<Modifier id="MOD_ENABLE_URBAN_AUTOPLACE_POP4" collection="COLLECTION_PLAYER_CITIES" effect="EFFECT_SINGLE_DISTRICT_ADJUST_AUTOPLACE" permanent="true">
<SubjectRequirements>
<Requirement type="REQUIREMENT_CITY_POPULATION">
<Argument name="MinTotalPopulation">4</Argument>
</Requirement>
</SubjectRequirements>
<Argument name="DistrictType">DISTRICT_URBAN</Argument>
<Argument name="AutoPlace">true</Argument>
</Modifier>
</GameEffects>
If anyone had an understanding/knowledge how to update this logic properly, would be greatly appreciated!