Just finished my first game with this mod and I really liked it. Yes some district don't appear on the map and some building are not finished and do nothing, but this is the essence of a great start.
Here is my impression grab bag:
- Water mill hidden in the miller district. I was wondering why I didn't have the Eureka it normally provide. Also now you could build a water mill without a river.
- The new districts do not trigger the Inspiration for building a district.
- AI is even dumber now. Saw one fishery next to a harbor and no ressource for Germany and my spies revealed that nobody had build any exploitable district. Brazil had no culture, Germany no Hansa, etc. Russia DID build a Lavra. Using AI+ mod.
- Fishery requiring Industrial district to expand. I thought it was an Harbor district. I wouldn't mix those two if possible to keep the meaningful part of city planning you are aiming for.
- I like the idea of even more specialized city. I managed to build a successful harbor city on a 2 tile island and a government city wedged in the middle of my empire.
- Why does everything need adjacency to industrial, commercial and to a smaller extent theatre district? At the end my cities were going back to doing the same district as usual because they were needed to make the new district work.
- Campus and holy site would also need some love. Some ideas would be an Hospital district next to a campus and a City of the dead (culture and gold) for the holy site. Even a single option would make specializing a city possible. Also Encampment (militia training center with adjacency to Fort?) and Entertainment (a Mall for money bridging any of your commercial district?). Airport might get a big hotel for tourism. Space port should probably get something but I have no ideas.
Also I think district like the textile's would need the ressource bonus added to the building itself if you have the ressource instead of the ressource on the map. For added complexity, taking a page out of Civ4 and requiring a trading post in that city (connected to the trade network) or even better, getting the bonus for ressource of other players if they create a trading post in your city.
Keep up the good work.
YAY thanks so much for the detailed post! I love to see this.
1. What districts aren't showing up? I'm aware of the empty buildings, but I thought all the districts were fine. If you could specify it'd help out.
2. Hidden water mill, along with a few other changes, will mess up some boosts. I see that as the last step to fix.
3. I truly hope you're wrong that the ai is even dumber lol, but I do believe it's a possibility.
4. I'm still not entirely sure what I'm doing with the Harbor districts. That does seem off when you put it that way, but I believe my thoughts at the time were that the four Harbor districts would each benefit from harbor, but also one other district. So Fishery - Harbor/Indsutrial, Naval Base - Harbor/Encampment, etc. But this is not fully implemented at this point. Idk.
5. Awesome to hear about the harbor city and the government city, that's definitely the intention.
6. I think the feeling that you still needed all the same districts (commercial and industrial) is because that's where I started. I realize now from your comment and others that it was perhaps a mistake to implement all these changes to commercial and industrial based districts without adding comparable incentives for theater, holy site, campus, etc. So my answer to your question is that the next big set of districts/buildings/etc I'll add will emphasize the other districts instead.
7. I like both of your district ideas.
8. Why do you think the districts like textiles should attach bonuses to the buildings instead of resources? Speaking from a backend perspective, it's a lot easier to code additions to resource yields because of buildings like Water Mill that I can copy. I'm not aware of any effects currently in the game like what you describe that I could use as a baseline.