Stellaris

Stellaris

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[4.0.*] More Zones (district specializations)
   
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30 Jun @ 9:46pm
7 Jul @ 6:06pm
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[4.0.*] More Zones (district specializations)

Description
4.0 district specialization is the best thing that's happened to Stellaris since 2.0. I needed more of it.

--verbose
  • Modifies habitat research district so it actually specializes.
    new zones:
  • Enforcer/Patrol Drone
    Provides only half the jobs, as Dictatorial Cybervision can get really funny with it.
  • Energy/Mineral hybrid urban support
  • Mineral/Food hybrid urban support
  • Food/Energy hybrid urban support
  • Energy/Mineral/Food hybrid urban support
  • Physics/Society hybrid research
  • Society/Engineering hybrid research
  • Engineering/Physics hybrid research
    ascension zones:
  • Telepath
    Available once Psi Corps tradition is taken. Replaces Enforcer zone, providing only quarter of the jobs.
  • Genomic Researcher
    Available as soon as Biomorphosis AP is taken. This should let you build the zone first, then build Genomic Facility building on the zone. Job numbers are loosely based on hive/machine worlds' pop assembly zones.
    origin zones:
  • Payback
    Available once MSI is defeated one way or another. Essentially a beefed up Genomic Researcher zone. Functions like the FE clinic building, providing extra capabilities with ascension, but limited to 1 per colony on city district.
  • Starlit Citadel
    Available once you finish the origin event chain one way or another (even if someone else kills them for you). Provides standard amount of Skywatcher jobs. Also provides scaling soldier upkeep reduction, which should ease up on the jobs' alloy consumption. Limited to 1 per colony on city district.
  • Prosperous Unification
    Available from start. Replaces the Archive you start with, providing 125(25/25/25/50) jobs instead of basic Archive's 100(20/20/20/40). It's still worse than fully specialized planets, but will let you snowball early game faster.
  • Primal Calling
    Available once you've met(done first contact) with all faunas in the game. Provides standard amount of appropriate wrangler jobs. You can build these on city district of anywhere, but ecus and habitats will incur food upkeep per district (to keep the "wildlife ecosystem" on your artificial colony alive).

save game
Can be added/removed at will and used to full potential, but as usual, you will lose the modded zone and all buildings on it on uninstall. The origin zones' relevant events only serve as notification/utility and has no modded country_flags associated with them.

overrides
common/inline_scripts/jobs/habitat_researchers_add.txt zone_research_physics zone zone_research_society zone zone_research_engineering zone
These overrides were made to make habitats' research districts actually specialize.

compatibility
Fully compatible with BPV Building Slots mod and all its submods. Ignore load order.
Once again, telepaths still need Psi Corp building to provide job efficiency bonus, similar to Covenant Sanctums, unless you're using Restore Telepaths

If you'd like the habitat research district to specialize without having access to extra modded zones, you can use Specializing Habitat Research District mod instead.

permissions
take and modify as you see fit
2 Comments
eqN 9 Jul @ 1:10pm 
Getting some reps in with this mod, it's fantastic. I don't want to play the game without it ever again. The BPV compatibility is greatly appreciated, too.

Some ideas for your consideration, regarding more potential zones: Hybrid Unity/Trade, Hybrid Unity/Enforcer. Thematically (flavor-wise) these jobs go together quite well, and I certainly see no way in which these zones might break 'balance' compared to their individual or alternative hybrid counterpart(s).

Thank you nobody!
eqN 1 Jul @ 10:38am 
This is super cool! Excited to try it out.