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Prolly needs a little ingame guidance that power will fix it...otherwise pretty useless as a mod since you have no idea what you're supposed to do without reading the workshop "manual" :/
So other places then on this mod description page AND in-game Civilopedia, what would you suggest as "ingame guidance"?
Prolly needs a little ingame guidance that power will fix it...otherwise pretty useless as a mod since you have no idea what you're supposed to do without reading the workshop "manual" :/
I'm using all of Urban Complexity mods, as well as your policy packs, which means I have to think about using fossil fuels at first (and even Refineries to increase Coal/Oil/Uranium extraction) then having to make a few colonies in the snow or tundra solely designed to produce renewable batteries.
As your buildings (especially with your specialist mod) are more powerful it makes having enormous cities very rewarding... if you can power them up. And thinking about how to do that is very interesting.
Anyway the point of that post was to say I really enjoy this mod.
I'm also tempted to drop in tall&wide and from what I can see they should play nice together, but is there anything you know will cause issues?
I've noticed with a lot of your mods you do modsupport and intertwined workings within your own mods. Maybe expanding PPC to be more punishing if it detects other aspects of P6T, to cover the generous amenities you receive from there ?