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Questions regarding exploitations

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9 years ago
Sep 26, 2015, 11:29:43 PM
I'm trying to fiddle about with city districts, but am having some trouble.



I want to create a new borough substitute that, instead of the usual science and dust boost, grants a radius two exploitation ring. I can get the code for the new district without too much difficulty, but I can't find anything that tells the simulation how to place down exploitations.



It seems like exploitations are coded as their own districts, albeit unbuildable.



Has anyone got any insight into this sort of thing?
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9 years ago
Sep 27, 2015, 8:51:19 AM
Zen,



I'm pretty sure districts are hard coded. Not 100% sure but I've played around a little bit with them in the past (originally I tried to make the roving clan's special district buildable but it didn't work)



Also I don't know how you would modify any district template to make it a two exploitation ring radius. Looking at the descriptions in DepartmentOfIndustry+Constructibles[DistrictImprovement].xml it looks like it may relate to SimulationDescriptorReference Name="DistrictImprovementExtractingCapacity" /> I dunno though....haven't gone looking around for the that simulation descriptor.



If you've figured that out already I can offer a work around. You could use the Necrophage district as your 2 radius district then modify the original normal district so that the necrophages still get their 1 per pop and everyone else still gets their normal 2 per pop. I figured out how to do this cause I really wanted to change Roving Clans up by giving them more empire expanding traits but force them to build districts 3 per pop but still keep the Necro's at one per pop. I felt like it kept with their theme of being a mobile nomadic race. I can explain how I did it if your interested, just let me know.



It's late where I'm at now so I would have to do it tomorrow.
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