HUMANKIND™

HUMANKIND™

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Intentional_Walls
   
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File Size
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534.490 KB
22 Sep, 2023 @ 6:56pm
9 Oct, 2023 @ 10:11pm
4 Change Notes ( view )

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Intentional_Walls

Description
This mod changes the standard FIMSI districts to be unfortified by default and allows the manual fortifying of all FIMSI districts by building a second cheaper version of the district on top of the base FIMSI district.

Known issue: Independent people do not build walled districts, I do not know how to solve this and likely won't be able to solve it since I can't access IP AI logic through the mod tools.
12 Comments
Furry Profile Pic  [author] 13 Dec, 2023 @ 1:49pm 
You are able to upgrade all tiles, but only the main plaza attachment allows them to be considered fortified. It might be possible to allow forts to also create unattached fortifications but I'm not certain.
Doc 13 Dec, 2023 @ 1:45pm 
Mod still works for the George Sand update.

Additional question, was it before patch that you could only upgrade adjacent tiles to main plaza? Or do I misremember. Currently I can still upgrade tiles not connected to main plaza but these do not get the buff.

Thanks!
Furry Profile Pic  [author] 13 Dec, 2023 @ 1:20pm 
If the mod is broken by the patch please let me know. I only intend to update this if anything drastic in terms of balance changes. Feel free to comment if you think anything needs to change.
Doc 13 Dec, 2023 @ 12:21pm 
Will you update this mod for GEORGE SAND update? It's okay for deleting the comment. I am super happy you created this mod :)
Furry Profile Pic  [author] 30 Sep, 2023 @ 2:37am 
(Apolagies for deleting your comment, Doc, didn't mean to do that.) Cost is an exponential curve like standard districts but rises considerably slower than starting districts. I'd have to review the current costs, because as it stands many on the districts in question vary in cost and have some equations that are hard to calculate in a graph due to how many variables exist. Most vanilla FIMSI quarters have a formula of 50 + 20 * (Target.ExtensionDistrictsCount - 1) ^ 1.16 + (Target.ExtensionDistrictsCount / 2 + Target.MoneyWorkplaceNumberOfSlots - 1) ^ 2.025 . The current fortified FIMSI formula is 30 + 12 * (Target.ExtensionDistrictsCount - 1) ^ 1.36 . Formulating a better cost might take me a while so I can't say I'll get on that soon but I will take your notes into consideration.
Furry Profile Pic  [author] 29 Sep, 2023 @ 4:11pm 
I adjusted the AI desire slightly because it seemed to over prioritize the walls over new districts, but I did not actually see any IPs in my game when testing the mod so I can't say. I'm open to more detailed feedback on production costs, and please let me know if you see opponent AI not building walls commonly. If both player and IP AI fail to build walls I can increase the necessity, but IP AIs seem to be finicky so I can't guarantee their effectiveness.
Doc 29 Sep, 2023 @ 11:53am 
Great mod, although a bit too expensive for me industry wise.

Independent people seem to not use the fortifications, is this a bug? Other AI does use it.
Captain Rex 29 Sep, 2023 @ 5:53am 
Does AI use this?
🐷丸宝导师🐷 24 Sep, 2023 @ 3:43am 
lul
TheZuma 23 Sep, 2023 @ 11:48pm 
That sounds cool, I gotta check it out!