I think Rush's Religious Rebalance mod already handles the holy site very well by making the belief buildings a lot more interesting. it works best with Scripture policy giving 50% instead of 100% boost since it adds adjacency bonuses to some of the belief buildings. I've now reverted the Simultaneum policy to vanilla since I've changed the temple back to flat faith.
I'll leave the Holy Site alone for now, I may come back to it though in the future though...
1) I'd keep power plant at 3 production and make electronics factory replace it giving 4 production
I'm actually trying to decide whether or not I want to keep my current system with the Industrial District altogether. I really like in the vanilla game how both the Factory and Power Plant provide regional production, so I'm considering going back to that, particularly in light of another change which I think is needed: increasing the population required per district to 4. With the buffs to food present in this mod city growth is a bit faster, especially since the Aqueduct is a "free" district, just about every city will probably end up having one considering it's food bonuses. With that in mind, it might be better to make all the Industrial District buildings (including the Workshop) provide regional production.
2) New adjacency bonuses for aerodrome and neighborhood sound good, although I think I'd prefer the aerodrome getting major adjacency from commercial hub instead of city center
Perhaps entertainment complex could get some adjacency bonus as well, like bonus gold from commercial hub and bonus culture from theater square
I went back and forth about which bonus to give to the Aerodrome, and having major adjacency from the commercial hub should provide a little more flexibility, so I'm cool with reverting that. I don't think the Entertainment Complex needs any adjacency bonuses because it indirectly buffs yields through the added amenities.
3) I think the Papal Primacy bonus already gives 50% not 100%
Sorry, right - I meant that with my previous changes Papal Primacy was now actually providing a 100% bonus, so I just adjusted the values to keep it at 50%.
4) I'd make Free Market give 5 gold per building instead of 4 to make it more balanced vs Rationalism and Grand Opera
They do need to be balanced, but I think they might need to be balanced the other direction! Instead of buffing Free Market even further, I think it may actually be more balanced to decrease Rationalism and Grand Opera to 2 per building, as an extra 9 science or 9 culture per district stacks up really quickly with lots of cities. Thoughts?
5) I really like the change you've made to encampment buildings in Omnibus, making them give double production which applies only to units. however I could not get this to work without the full Omnibus mod. If this could be added to the standalone version ( alongside with the egypt Iteru tweaks ) I think you could leave militaristic CS bonus at vanilla values and instead make industrial CS bonus apply also to units, to keep them balanced vs each other
They
still haven't fixed Iteru? Hm. Alright, I included those fixes.
I also liked the Encampment buildings providing buffs to unit production, so I went ahead and included that as well. You may have had trouble getting it to work because I had to create a new dynamic modifier - if that wasn't included it wouldn't work. I honestly hadn't thought about making the Industrial CS bonus a general production bonus, but I like that idea and went ahead and implemented it (I think...).
Hello, Scot! Have you thought of adopting ideas from the Unit Stack and Overhaul mod?
eg. ranged and melee unit on the same tile and ranged having 1 range...
I have some plans for addressing how units interact with strategic resource, but I don't have anything further to share on that front. I'll need to take a look at that carefully since it introduces some pretty big changes to the core gameplay, and through my mods I generally try to enhance or streamline existing systems rather than such a complete overhaul. I won't rule it out, I just need to think about it
Can't wait to try this! I'll give some feedback after playing a game when you're ready for a release.
Thanks!
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City and Resource Specialization: Current Changelog
Districts and Buildings
Changed how the Industrial, Commercial, Campus, and Theater district buildings work:
[considering making all Industrial Zone buildings provide regional production instead]
- 1st tier building now provides a small base yield
- 2nd tier buildings now provide the requisite yield equal to the district's adjacency bonus
- 3rd tier buildings now provide a 15% yield boost (with the exception of Power Plants, which provide
+4+3 regional production)
Sewer now provides +1 Amenity
Encampment buildings no longer provide a base yield, rather they now provide bonus production towards Units
- Barracks and Stables: +2 unit production
- Armory: +4 unit production
- Military Academy: +6 unit production
New Adjacency Bonuses
- Aerodrome: Major Production bonus for each adjacent Industrial Zone. Major Gold bonus if adjacent to a
City Center Commercial Hub. Minor Gold bonus for adjacent district tiles.
- Neighborhood: Major Gold bonus for each adjacent Entertainment Complex. Minor Gold bonus for adjacent district tiles.
Specialists
- Increased Industrial, Campus, and Holy Site Specialist yields to 3
- Increased Commercial Hub Specialist yields to 5
- Increased Encampment Specialist Production yield to 2
Resources and Terrain
- Aqueducts provide +2 food to Oases. Aqueduct provides +1 food to all tiles within 2 range.
- Campuses provide +2 science to Mercury and Uranium
- Commercial Hubs provide +1 gold to Furs, Salt, Cotton, Dyes, Silk, Spices, Sugar, Tobacco, and Silver.
- Encampments provide +1 production to Copper, Iron, Horses, and Niter.
- Barracks provide +1 production to Copper
- Stables provide +1 production to Horses
- Armory provides +1 production to Iron and Niter
- Entertainment Complexes provide +1 culture and +1 gold to Cocoa, Truffles, and Ivory.
- Arenas provide +1 gold to the same resources.
- Zoos provide +1 culture to the same resources.
- Holy Sites provide +1 faith to Stone, Incense, and Wine.
- Shrines provide +1 faith to the same resources.
- Industrial Zones provide +1 production to Gypsum, Aluminum, Coal, and Oil.
- Theaters provide +1 culture to Coffee, Tea, Marble, Diamonds, and Jade.
- Amphitheaters provide +1 culture to the same resources.
- Granary base yields are removed and housing is reduced to 1. Provides +1 food to Bananas, Cattle, Citrus, Deer, Rice, Sheep, and Wheat.
- Water Mill resource bonuses are removed. Now provides +1 food, +1 production, and 1 housing.
City States
- Scientific, Cultural, Religious, and Industrial type bonuses are now 2/1/1 [Militaristic reverted to vanilla]
- Industrial city states now provide a general production boost to Industrial Zones instead of only towards buildings, districts, and wonders
- Commercial type bonuses are now 4/2/2
- Reduced Kumasi's unique Culture bonus by 50%
- Reduced Nan Madol's unique Culture bonus by 50%
- Reduced Papal Primacy Policy bonus values to 50% of new values
Policies
- Updated the Free Market, Grand Opera, and Rationalism policies to provide bonus yields to each building of the proper type instead of a 100% increase (the % increase didn't stack properly with bonus yields from district adjacency bonuses)
- Science and Culture buildings get
+3 +2 to their yields
- Commercial buildings get +4 to their yields
- Reduced 100% adjacency bonus policies to 50% (Holy Site and Harbor increases were not changed)
Miscellaneous
Decrease science generated per population from 0.7 to 0.5
Increased population requirement per district from 3 to 4
Fixed Egypt's Iteru ability to extend to Aqueducts, Neighborhoods, and Aerodromes
Compatibility
- Compatible with the Summer 2017 Update
- Compatible with Vanilla and all current DLC
- Includes compatibility if a mod adding the Gold resource is active
EDIT: attached current version of the mod to this post. I will upload to Steam Workshop and officially upload it to Civfanatics when I've got a final version.