Designer Notes

Work in progress/first take on an reevisioned world engine

Premise: The original world engine is rather weak compared to its counterparts. 

This mod aims at making the world engine stronger without making it into a carbon copy of the industrial center.

Idea behind the new design: 
This world engine is (in part) some sort of precursor tech intended to support large industrial endeavours. The more advanced precursors used it as the heart of their highly efficient other industries. 

While the world engine still works in a highly efficient manner, current day industry isn't up to spec and produces a lot of harmful waste products while being "overclocked" by the engine.

Changes:
Lowered the manufacturing bonus to a level closer to the industrial center as the engine is more a support improvement. I mean for precursors, it still blows the average manufacturing district out of the water or toxic sludge in that case.

Lowered base pollution and maintenance. Both  have quite an impact specifically in the beginning and seem too high IMO. 

Flavorwise: The world engine is a very efficient piece of tech and built to withstand a high amount of wear and tear for a looong time.

Increased the bonuses to neighboring manufacturing + military to tempt players to surround it with a lot of districts.

Gave it a bonus to manufacturing so people don't feel completely shafted raising the level of the building. Feeling only pretty shafted is good enough.

Large pollution penalties to represent the increased pollution in the neighboring districts. Flavorwise the pollution comes from the neighbors. 

Gave it a maintenance cost per level to represent the cost of wiring two pieces of very different technologies together and to slow down players going wild at the beginning of the game.

The approval penalty is just for flavor, If you slap down an entertainment district besides a world engine, you probably put it close to or in the middle of a toxic wasteland. Not a fun spot to party in.

Goal: Make the engine different from the industrial center and present the player with a choice of how much they are willing to deal with the drawbacks for the benefits. The drawbacks can be mitigated or are negligible later in the game but that's true for most of the other drawbacks. 