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Сообщить о проблеме с переводом
Here is what I am currently considering:
- Waste Buildings are a planetary unique that gives jobs from city distrcts (and rural if Agrarian), maybe also waste reduction from civilians (especially at higher levels)
- Urban Park decision that gives + amenities and waste reduction, but - housing from city districts.
- Maybe a similar decision for rural districts
- Buff park zone but lock it behind environmentalist tradition (environmentalist civic also unlocks it)
If you have any other suggestions, please let me know.
I should also mention that the parks are not available if playing a wilderness empire.
Make sure you have the required sub mod.
Remember to download the required sub mods, or half the mod won't work.
There won't be anything unique with the Wilderness origin for the comp patch, beyond the waste worker job swap. I will try to add more for it later.
Also, I guess a pollution thresholds could've been based on the planed sizes if possible, it would make more sense if the big planets wouldn't be so easily polluted as a small one.
100 is only a moderate amount, though, so you might not see it reflected in the planet modifier. (The modifier also takes a month to update)
on_colony_monthly_pulse = {
ecopops.4
}
It may be tied to my german localisation, but I doubt that. From wehat I know about stellaris modding, that should have no impact.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3108359904
Getting rid of the 'dangerous wildlife' blockers there could trigger the same event that getting rid of the vanilla one could.