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removabledistrictsRAF.lua
function OnProjectCompleted( iPlayer, iCity, iProject )
print ("------------------------------");
print ("ProjectCompleted");
print ("iPlayer = " .. iPlayer .. ", iCity = " .. iCity .. ", iProject = " .. iProject);
--[[
print("21 " .. GameInfo.Districts[21].DistrictType);
Current state - with RAF
GameInfo.Districts 1 DISTRICT_HOLY_SITE
GameInfo.Districts 2 DISTRICT_CAMPUS
GameInfo.Districts 3 DISTRICT_ENCAMPMENT
GameInfo.Districts 4 DISTRICT_HARBOR
GameInfo.Districts 5 DISTRICT_AERODROME
GameInfo.Districts 6 DISTRICT_COMMERCIAL_HUB
GameInfo.Districts 7 DISTRICT_ENTERTAINMENT_COMPLEX
GameInfo.Districts 8 DISTRICT_THEATER
GameInfo.Districts 9 DISTRICT_INDUSTRIAL_ZONE
GameInfo.Districts 10 DISTRICT_NEIGHBORHOOD
GameInfo.Districts 11 DISTRICT_AQUEDUCT
GameInfo.Districts 12 DISTRICT_SPACEPORT
GameInfo.Districts 13 DISTRICT_WONDER
GameInfo.Districts 14 DISTRICT_ACROPOLIS
GameInfo.Districts 15 DISTRICT_BATH
GameInfo.Districts 16 DISTRICT_HANSA
GameInfo.Districts 17 DISTRICT_LAVRA
GameInfo.Districts 18 DISTRICT_MBANZA
GameInfo.Districts 19 DISTRICT_STREET_CARNIVAL
GameInfo.Districts 20 DISTRICT_ROYAL_NAVY_DOCKYARD
GameInfo.Districts 21 DISTRICT_IKANDA
GameInfo.Districts 22 DISTRICT_SEOWON
GameInfo.Districts 23 DISTRICT_GOVERNMENT
GameInfo.Districts 24 DISTRICT_WATER_ENTERTAINMENT_COMPLEX
GameInfo.Districts 25 DISTRICT_WATER_STREET_CARNIVAL
GameInfo.Districts 26 DISTRICT_WATER_STREET_CARNIVAL
]]--
local projectTypeCompleted = (GameInfo.Projects[iProject].ProjectType);
local uDistrict;
local sDistrictType;
local isRemoveProject = 0;
if (projectTypeCompleted == "PROJECT_REMOVE_HOLY_SITE") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_RUSSIA') then
uDistrict = 17;
sDistrictType = "Lavra";
isRemoveProject = 1;
else
uDistrict = 1;
sDistrictType = "Holy Site";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_CAMPUS") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_KOREA') then
uDistrict = 22;
sDistrictType = "Seowen";
isRemoveProject = 1;
else
uDistrict = 2;
sDistrictType = "Campus";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_ENCAMPMENT") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_ZULU') then
uDistrict = 21;
sDistrictType = "Ikanda";
isRemoveProject = 1;
else
uDistrict = 3;
sDistrictType = "Encampment";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_HARBOR") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_ENGLAND') then
uDistrict = 20;
sDistrictType = "Royal Navy Dockyard";
isRemoveProject = 1;
else
uDistrict = 4;
sDistrictType = "Harbor";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_AERODROME") then
uDistrict = 5;
sDistrictType = "Aerodrome";
isRemoveProject = 1;
elseif (projectTypeCompleted == "PROJECT_REMOVE_COMMERCIAL_HUB") then
uDistrict = 6;
sDistrictType = "Commercial Hub";
isRemoveProject = 1;
elseif (projectTypeCompleted == "PROJECT_REMOVE_ENTERTAINMENT_COMPLEX") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_BRAZIL') then
uDistrict = 19;
sDistrictType = "Street Carnival";
isRemoveProject = 1;
else
uDistrict = 7;
sDistrictType = "Entertainment Complex";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_THEATER") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_GREECE') then
uDistrict = 14;
sDistrictType = "Acropolis";
isRemoveProject = 1;
else
uDistrict = 8;
sDistrictType = "Theater";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_INDUSTRIAL_ZONE") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_GERMANY') then
uDistrict = 16;
sDistrictType = "Hansa";
isRemoveProject = 1;
else
uDistrict = 9;
sDistrictType = "Industrial Zone";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_AQUEDUCT") then
if (PlayerConfigurations[iPlayer]:GetCivilizationTypeName() == 'CIVILIZATION_ROME') then
uDistrict = 15;
sDistrictType = "Bath";
isRemoveProject = 1;
else
uDistrict = 11;
sDistrictType = "Aqueduct";
isRemoveProject = 1;
end
elseif (projectTypeCompleted == "PROJECT_REMOVE_SPACEPORT") then
uDistrict = 12;
sDistrictType = "Spaceport";
isRemoveProject = 1;
elseif (projectTypeCompleted == "PROJECT_REMOVE_GOVERNMENT") then
uDistrict = 23;
sDistrictType = "Government";
isRemoveProject = 1;
else
isRemoveProject = 0;
end
if(isRemoveProject == 1) then
local playerCities = Players[iPlayer]:GetCities();
for i, uCity in playerCities:Members() do
if (uCity:GetID() == iCity) then
print("Civ = " .. PlayerConfigurations[iPlayer]:GetCivilizationTypeName() .. ", City = " .. uCity:GetName() .. ", Project = " .. projectTypeCompleted)
uCity:GetDistricts():RemoveDistrict(uDistrict);
print(sDistrictType .. " Removed");
end
end
else
print("Not a district removal project");
end
print ("------------------------------");
end
Events.CityProjectCompleted.Add(OnProjectCompleted);
Anyhow, on my end, I now managed to resolve the bulk of mod conflicts I've been buried under, gave this mod another try.... and Shazan! IT WORKED.
As usual, mods usually run flawlessly alone, but not often so together.
BTW, I'll be posting my mod tweaks into CIV VI Mods by PEL collection soon, if you want to check and give it a playthourgh. I'm working on the contrary direction of Firaxis all-artifitially-nerfed approah, so that to enable civs to flourish and make it interesting to get to the late-game.
Again, appreciate your prompt support!
Cheers!!!