[b]Gates zones and areas behind research projects, adding strategic depth to colony management.[/b]
Overview
[b]Zoning Research[/b] locks the creation of different area types (stockpiles, growing zones, animal areas, etc.) behind research projects. This mod adds a research system where players must research area management techniques before they can designate and use different types of zones and areas in their colonies.
Features
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[*] [b]Area & Zone Research Gating[/b]: You must research specific technologies to unlock the ability to place different types of zones (Stockpiles, Growing, Home Area, etc.).
[*] [b]Configurable Research Costs[/b]: Research costs and requirements can be configured in the mod settings.
[*] [b]Individually Toggleable Research Requirements[/b]: Each area type can be toggled on or off in the mod settings.
[*] [b]Custom Mapping Support[/b]: Support for modded areas, i.e. from Vanilla Plants Expanded.
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Research Projects
[b]The following research projects are added to the Neolithic tech level (costs are configurable in mod settings):[/b]
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[*] [b]Organized Storage[/b] (Cost: 100) - Unlocks Stockpile Zones
[*] [b]Domestication[/b] (Cost: 100) - Unlocks Home Area
[*] [b]Agriculture[/b] (Cost: 150) - Unlocks Growing Zones
[*] [b]Excavation[/b] (Cost: 200) - Unlocks Snow and Sand Removal Areas
[*] [b]Complex Roofing[/b] (Cost: 300) - Unlocks Roof Areas
[*] [b]Sanitation[/b] (Cost: 300) - Unlocks Pollution Removal Areas
[*] [b]Government[/b] (Cost: 400) - Unlocks Custom Allowed Areas
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Compatibility
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[*] [b]Save Game Compatible[/b]: Can be added to existing saves.
[*] [b]Modded Areas[/b]: Supports custom areas, i.e. from Vanilla Plants Expanded.
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Support
[b]If you encounter any issues or have suggestions, please post on the mod page on Steam Workshop.[/b]