This still partially works in 2025, as in my Trade Unions, Town Halls and Harbormasters do affect the whole island, however specialist effects do not stack anymore. I used to have 2 of the same workforce boosting item in separate Town Halls on a particular island and the effects stacked, now I only get it applied once.
Might there be an update for it to affect the harbor master items when they're equipped through docklands? It seems to only work for the regular harbormaster's office.
I don't think this mod works any more, at least loading in to a save game where trade buildings were already placed. Is that the intention? While the blue radii are gone from selecting a trade building, the effects are only apparently engaged within the original trade building's radius.
Looking at the icons of production buildings that I would have expected to see a change on because there are other trade union buildings elsewhere that have an effect that COULD affect them, it doesn't show that item's icon in it either.
Edit: You have to un-slot and re-slot the items in the buildings to get the new effect to show up!
Also, care must be taken if you unslot one of the same type of item (e.g. the production boost dude) from one of your town halls on an island. It will *remove* the effect from all usually affected buildings. You will have to then find the other instance of that person and un-slot/re-slot in order for the effect to come back.
I absolutely love this mod. I tended to under use Town Halls because I find them irritating, trying to smush in houses into a certain radius and to get the best benefits you need a lot of Town Halls and I prefer beauty building. Even Trade Unions, things looked ugly with these small groups clustered around a Trade Union.
Now I can build where I want and I don't have to worry about it. Plus I have actually been using Town Halls a lot more because this mod, for me, makes them worthwhile.
Seriously one of my favourite mods, so glad I downloaded it.
129 comments
<ModOps>
<!-- Town Hall -->
<ModOp Type="add" GUID='100415' Path="/Values/ItemContainer">
<SocketScope>Area</SocketScope>
</ModOp>
<!-- Trade Union -->
<ModOp Type="add" GUID='1010516' Path="/Values/ItemContainer">
<SocketScope>Area</SocketScope>
</ModOp>
<!-- Dockland -->
<ModOp Type="merge" GUID='601470' Path="/Values/ItemContainer">
<SocketScope>Area</SocketScope>
</ModOp>
<!-- Harbor Office -->
<ModOp Type="add" GUID='100586' Path="/Values/ItemContainer">
<SocketScope>Area</SocketScope>
</ModOp>
</ModOps>
Do you happen to know how do we add the Zoo, Museum and the Botanical Garden? Or those are ok.
Thanks.
Looking at the icons of production buildings that I would have expected to see a change on because there are other trade union buildings elsewhere that have an effect that COULD affect them, it doesn't show that item's icon in it either.
Edit: You have to un-slot and re-slot the items in the buildings to get the new effect to show up!
Also, care must be taken if you unslot one of the same type of item (e.g. the production boost dude) from one of your town halls on an island. It will *remove* the effect from all usually affected buildings. You will have to then find the other instance of that person and un-slot/re-slot in order for the effect to come back.
Could be a bit OP but it's fun
Now I can build where I want and I don't have to worry about it. Plus I have actually been using Town Halls a lot more because this mod, for me, makes them worthwhile.
Seriously one of my favourite mods, so glad I downloaded it.
Edit:
after long workaround it worked for me, i activated the mods through iModYourAnno.