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Agriculture in general has no negative traits, like illness (example: coffee leave rust), so it should not get even more boni.
The best bonus here is the option to grow it 😂
Food-industry:
It represents better foods for rich pops and better food conservation via canneries for easy transport and military use. The main use for lower class revolved around "fast food".
There is no historical trend towards state based bonuses and food is way to easy to inflate ingame tbh.
Textile-mills:
Dyeworks need lots of fresh water, early automation was based on water-mills. Giving river traits a small bonus would be fitting.
Keep up the good work!
Thank you so much!
Yes there are plans to expand this mod further also for agriculture and some other industries.
Right now i am working on wine regions and some buffs to certain plantations.
Textille buff is in the mod for only a few states with historic Textille work, but i definetly agree it need to be expanded.
I am struggling to decide how to give groceries and textile mills buffs (buff for a lot of agriculture space or just buffs for historic regions). But i want to include buffs for every industry at some point in this mod.
If you have ideas how the groceries and textille buff could look like. Feel free to make suggestions (also other things that could be included)
any plans for agriculture related modifiers? Like a very small, but "wide" buff for textile mills and groceries?
Thank u very much for the work!
The AI gets the same buffs for the state.
However this mod does not change AI behaviour yet. But as far as i know, the AI tries to expand the most profitable factories.
So yes they use it in some way, but probably not as well as a player would.
If you can, please share the mod. Every single subscriber makes me more enthusiastic to put even more work into this.