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I plan to add a miner group to add a small production bonus for early game.
Nice job anyway :)
- Specialist Groups that require Improvements that can only be constructed on Land are now much less likely to be chosen for aquatic cities.
- 2 New Specialist Groups were added, both can ONLY be chosen in Aquatic Cities:
- -> Solar Engineers: +25% science while working at least 6 Generators
- -> Atlanteans: +35% Food and Culture while working at least 8 Domes
- 'Scholars' Specialist Group: Now has the correct title (was "Suburbanites). (The actual 'Suburbanits'-Specialist Group remains unchanged)
- 'Traders' Specialist Group: Description has been corrected to show that it increases Energy-Output, not Food.
@Acebrandon117: There is an UI that shows all cities. To access it, click the little + in the lower right corner of the screen and choose the right menu option.
That makes for a fun little story of moving them into position, but it also makes me think that aquatic cities should be weighted to have tiles that they can build.
Maybe I just got unlucky with the RNG.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1126875099
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1126875230
@Olafr_the_Viking: Sorry, that was caused by my stupidity, I used some of the same text-keys that were used in the Greatest Cities mod. I've updated the mod, and it now works properly with Greatest Cities
@rulerofdabacon: Thanks. :)
That will not always be worthwhile, and the player is supposed to decide whether they want to invest some research into unlocking certain improvements or not.