Stellaris

Stellaris

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Extra Districts
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24.586 MB
10 Apr, 2022 @ 6:24am
7 Jul @ 3:35am
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Extra Districts

Description
This mod add a few districts, like "District Overhaul". Actually, more-than-a-few ideas are bollowed from "District Overhaul Test Branche"

See "Features list" about its features.

Future Plans:
- More basic resource districts (If I can give good distinctiveness for them).
- Facility districts for ethic attractiveness (For example, Mission districts that provide missionary job that add Spiritualist attractiveness). Unfortunately, there are Paradox issues about job's "pop_ethic_X_attraction_mult" and "ethos" trigger, so I wish they will be fixed in Stellaris 3.4.

List of overwritten files and items:
- Some defines (NUM_DISTRICTS_FROM_PLANET_SIZE, MIN_UNBLOCKED_DEPOSITS, COLONY_DEPOSITS_FIXED_BASE, COLONY_DEPOSITS_RANDOM_BASE, COLONY_DEPOSITS_FIXED_FROM_SIZE, COLONY_DEPOSITS_RANDOM_FROM_SIZE, NUM_DISTRICT_BOXES_TO_SHOW).
- "farming_districts_value" and "toxic_attendant_growth" in common/script_values.
- Some localisations.
-- "job_scrap_miner_desc" and "job_scrap_miner_drone_desc" in ancient_relics_l_(language).yml.
-- "EXISTS_TRIGGER", "TRIGGER_HAS_GOVERNMENT_AUTHORITY" and "HAS_NUM_FREE_DISTRICTS" in triggers_effects_l_(language).yml.
- Some scripted triggers.
-- has_research_building, has_any_industry_district, has_any_farming_district_or_buildings, has_any_mining_district and has_any_generator_district_or_building (common/script_triggers/00_scripted_triggers.txt)
-- has_sr_producing_job and has_research_job (common/script_triggers/01_scripted_triggers_jobs.txt)
- Some scripted trigger (SCO_slave_without_invalid_district, from "Special Colonies Overhaul")
- "pw_mining_districts_value" in common/script_values. (from "Planetary Wonders")

Compatible mods list:
- "More Standard Districts" (not updated for Stellaris 4.0 yet)
- "Special Colonies Overhaul"
- "Planetary Wonders" (you need 4.0 update patch)
- "EUTAB - Ethos Unique Techs and Buildings | Unofficial Update (3.14.X)" (no longer maintained)
- "Planetary Diversity" and its submods

Note; I am lukewarm about compatibility with other mods that I am not familiar. If you create compatch on this mod and that mod. it is more than welcomed.

Known issues
1: wrong district subtitle is displayed in some case. For example, when farming district doesn't have any district specialisation and Hunting Area has "Biological Research Support" specialisation, farming district will have "Biological Research Support" subtitle.
2: advanced research districts (like Anomaly Research Complex district) have district specialisations for mining districts.
3: many districts don't have any district specialisations or have fewer district specialisation slot options. If I won't disable these districts, they should have some district specialisations.
4: catallist countries have "Mine-integrated Factory", even though their artisans consume food now. I will fix it, after I decide Mine-integrated Factory should remain as a district or be changed to a district specialisation.

Future plan (not Undetermined, just thought)
1: removing advanced research districts. If you want to prioritize physics research on Stellaris 4.0, you can use physics buildings and physics district specialisations. So I feel Anomaly Research Complex district has outlived it role. The same applies to other districts.
2: removing Dread Districts. On Stellaris 4.0, "Planetary Defenses" district specialisation provides Necromancer job slots.
Popular Discussions View All (2)
7
11 Mar, 2023 @ 8:12am
Compatibility with other mods
FebHare
0
11 Apr, 2022 @ 3:30am
Features list
FebHare
108 Comments
FebHare  [author] 12 Jul @ 7:56am 
Actually, I depend totally on UI Overhaul Dynamic, about planet UI.
TY 12 Jul @ 3:22am 
Well, it's a UI issue. I don't know why my custom district has a smaller box than the vanilla districts.
FebHare  [author] 11 Jul @ 11:01pm 
Not so often. If you can use discord, I think some help channels might help you better.
TY 11 Jul @ 10:48pm 
I fixed it, but I encountered a new one. Are you in the modding discord?
FebHare  [author] 10 Jul @ 4:20pm 
@TY What's the issue you have? I think I can help, if it isn't too difficult.
TY 9 Jul @ 5:27am 
I've got some problems with modding districts, could I ask for your help, please?
fredrowe234 28 Jun @ 11:21am 
Neat Mod! I am surprised but happy you update it so quickly FebHare. Thanks
Rexotec 26 Jun @ 9:32pm 
@FebHare yeah that's all good. Thanks for finding it. I'll live with it for now until I figure out a compatch. I feel for any modder trying to work with 4.0 right now, and honestly I'm surprised this mod is holding up so well with all the chaos I'm putting the game through
FebHare  [author] 24 Jun @ 1:09am 
@Rexotec I found It's a compatibility issue between "Ethics and Civics Classic". This mod modifies some zones (include zone_urban) by "ethic_rebuild_zones.txt", so their version overwrite ED version.
I think your error.log have "zone_urban already exists, using the one at file: common/zones/ethic_rebuild_zones.txt line: 5" message.

I am not I am not familiar with that mod and there might be other mods affect this issue. So I advice to create compatch for your collections.
Rexotec 23 Jun @ 9:34pm 
Worth noting this might be something super specific on my end and might not the fault of the mod, the empire I'm testing this on is using ecocentric ethics to buff natural blockers with ranger lodges, which might screw up planetary features somewhat. And yes, this bug is present when I have at least 1 district and have unlocked the 'Choose Specialisation' option. It will load the side tab to choose from possible specialisations, but Urban Expansion will always absent except on Generic City Districts (others are possible such as the Subsurface Mining for Subsurface Housing but if no others are possible such as with Spaceport it will simply show as blank).

If you don't find a fix for it, don't worry, just thought I'd let you know in case