Enhanced Districts Adjacencies
Try to match the vanilla and realistic flavors as much as possible, adding more adjacent bonuses to the district. Most adjacent bonus designs are relatively restrained, with a focus on adding more flavors and choices, allowing players to build districts such as communities and entertainment centers that are largely abandoned by difficult players.
Attention: I am too lazy to proofread and translate the description, so the following text has been translated by Google Translation, with only rough modifications made. However, it cannot be guaranteed that every word used will be the same as in the game. Please understand.
Attention: Because this mod has been adapted for special regions (such as the Maya Observatory), if there is a lack of dlc, an error will be reported!!! Perhaps when I have time, I will isolate the parts that require DLC separately.
The industrial zone, campus, holy site, theater square, and commercial center form a cycle, with each district forming a special adjacent bonus with the other two districts. For example, if the campus is adjacent to the industrial zone, the industrial zone+2 science , and the campus+2 production. This design is based on a kind of realistic flavor design that can support each other between different districts. For example, the matching of the campus and the holy place comes from the promotion of Scholasticism to the development of both sides. This type of additional bonus is not subject to the bonus of the policy card which doubling the output, it is only an additional option that is relatively balanced.
Meanwhile, in the above districts, adjacent districts of the same type provide a+1 bonus to each other. For example, if two holy sites are adjacent, both will receive a+1 bonus to their faith .
The encampment will receive corresponding+2 bonuses from campuses, holy sites, and industrial zones, but will not provide bonuses to any other adjacent districts.
Some special districts can also provide additional bonuses for specific districts, such as campuses adjacent to the spaceport that can earn+2 science points,
The commercial center adjacent to the canal receives+2 coins.
In order to increase the of the entertainment center (as well as the water park) and enable the entertainment center to provide a+2 adjacent bonus to adjacent districts, in addition, the diplomatic and government will also provide a+2 adjacent bonus, while the city center will provide a+1 adjacent bonus.
The port will also receive the+2 adjacent bonus mentioned above, but unlike districts with single class output such as campuses and commercial centers, the port will receive+1 food and+1 gold coins. And additional benefits will also be obtained from canals, embankments, and waterways.
In order to increase the of the community, the community will provide+1 adjacent bonuses to adjacent districts and obtain corresponding+2 outputs based on the adjacent districts. For example, if a community is adjacent to a campus, the campus+1 science , and the community+2 science . If the community is adjacent to the canal, gain+1 food and+1 production.
Wonders will also provide additional bonuses to the corresponding districts.
The detailed information is given in the following table:
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Industrial Zone:
+2 coins from adjacent commercial centers
+2 science from neighboring campuses
+1. production comes from adjacent industrial zones
+2. production comes from adjacent aerodromes
+2. production comes from adjacent spaceports
+1. production comes from adjacent city centers and communities
+2. production comes from adjacent government, diplomatic quarter, entertainment centers, water parks, and artificial wonders
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campus:
+2. production comes from adjacent industrial zones
+2 belief from adjacent holy places
+1 science from neighboring campuses
+2 science from adjacent spaceports
+1. science comes from adjacent city centers and communities
+2. The technological comes from adjacent government, diplomatic quarter, entertainment centers, water parks, and natural wonders
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holy site:
+2 science from neighboring campuses
+2 cultural from adjacent theater squares
+1 belief comes from adjacent holy places
+1 belief comes from adjacent city centers and communities
+2 belief come from adjacent government, diplomatic quarter, entertainment centers, and water parks
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Theater Square:
+2 belief from adjacent holy places
+2 coins from adjacent commercial centers
+1. Cultural comes from adjacent theater squares
+1. Cultural comes from adjacent city centers and communities
+2. Cultural come from adjacent government, diplomatic quarter, entertainment centers, water parks
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Business Center:
+2 cultural from adjacent theater squares
+2. production comes from adjacent industrial zones
+1 gold coin from adjacent commercial centers
+2 gold coins from adjacent canals
+1 coin from adjacent luxury resources
+1 gold coin from adjacent city centers and communities
+2 gold coins come from adjacent government, diplomatic quarter, entertainment centers, water parks, artificial wonders, and natural wonders
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Port:
+2 gold coins from adjacent man-made wonders
+2. Food comes from adjacent natural wonders
+1 coin+1 food from adjacent canals
+1 production+1 gold coin from adjacent dam
+1 food+1 production from adjacent aqueducts
+2. production comes from adjacent industrial zones
+1 coin+1 food from adjacent city centers, communities, government, diplomatic quarter, entertainment centers, and water parks
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Encampment:
+2 science from neighboring campuses
+2 cultural from adjacent theater squares
+2. production comes from adjacent industrial zones
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Community:
+1 food from adjacent districts
+2 coins from adjacent commercial centers
+2 science from neighboring campuses
+2 cultural from adjacent theater squares
+2. production comes from adjacent industrial zones
+2 belief from adjacent holy places
+1 coin+1 food from adjacent ports
+1 coin+1 food from adjacent canals
+1 production+1 gold coin from adjacent dam
+1 food+1 production from adjacent aqueducts
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Some custom districts that support other MODs depend on the other party’s writing method. But in any case, it is not possible to provide adjacent bonuses to other districts with custom districts.
In addition, in order to strengthen the preserve district, the following modifications have been made to this mod, but it seems that they have not been successful for some reason. If anyone knows the reason, please leave a message.
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preserve district:
The construction of preserve districts no longer has population demand, and the cost has decreased to 30 points of production, providing a bit of livability.
The cost of the grove has decreased to 90 points of production, providing some livability, housing, and adding a bit of charm to the surrounding district.
The grove also provides an oracle like effect, providing an additional point of great man points generated by the urban district, and increasing the tourism performance of the city by 50%.
The cost of the sanctuary has decreased to 360 points of production, providing some housing, and adding a bit of charm to the surrounding grids.
The sanctuary increases the faith , cultural , and science produced by the city by 10%, and provide +1 diplomatic influence.
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