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time to use mods ;)
This mod reminds me of the old (and sadly abandoned) Masters of the Planet mod in some ways, so I'm looking forward to including it in my 4.0 modlist once I get my mess of a modlist into shape :)
I believe the issue that 夏目まさる reported, along with the issues with city districts not being properly replaced stems from the way you're handling the district replacement, and I would suggest looking at the relic_world_conversion_effect (found in scripted_effects/federations_event_effects.txt) and the ecu creation event (in decisions/02_special_decisions.txt)
I hope this helps, and I'm looking forward to this mod working fully in 4.0 because I really like the idea of these kind of specialised worlds
Firstly, you've added four districts to the manufactorum (which means it isn't possible to interact with the refinery district because the UI only has space for 3 districts).
Secondly your Agropolis appears to delete all but 1 of the standard city districts, meaning that the arcology housing district ends up filling the space for the first secondary district slot (pushing the leisure district out of the UI) although I can't see an immediately obvious reason for this.
Your Fortoria also has the same issue as the agropolis (with leaving one vanilla city district behind, and in addition due to the number of districts added both the Militiary and Intelligence arcologies are pushed out of the UI
Biogenesis Patch needed.
This is JP localise patch !
Hopefully we can play games together ^-^
Also, are there any plans for research and psionic arcologies?
Nice mod btw
That says more about you then me, if you can only solve things by being disrespectful that's your level of growth as an individual, I think your just projecting your anger I called out both parties.
Good luck though, sorry you needed the last word, much love!
@Annatar actually I think a PD arcology fills this roll, have you though about a quasi-Spiritualist/Religious baseline arcology (not shroud)