A Gamescript author asked me about some of the location checks and I realized they were a mess, so I refactored behind the curtain, then found a few places for improvement. Most notably, I fleshed out the "industry tycoon" gameplay possible by use of the "Generate Primary Industries Only" parameter.
1.7.0
- Add: Processing industries in towns are now grouped into "industrial zones," within 15 tiles of another industry
- Change: Rebalanced industry funding costs — see the industry tech tree for gameplay info
- Change: Rebalanced cargo payment rates to new industry funding costs
- Reduced payments for primary and secondary bulk cargos (Wood, Oil, Uranium, Lumber, Steel, Waste) to incentivize completing further steps of the industry chain
- Increased payment for Chemicals
- Reduced payment for Goods
- Change: Coal, Iron, and Uranium mines may build near towns
- Change: Removed industry clustering mechanic, which wasn't noticable and was causing problems
- Fix: When Generating Primary Industries Only, removed incorrect errors created by Sawmills and Nuclear Fuel Plants