Stellaris

Stellaris

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Megastructure District Rework
   
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1 Jan, 2019 @ 3:00pm
26 Jan, 2019 @ 7:12pm
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Megastructure District Rework

Description
Adds new/reworked districts to ringworlds, habitats, and ecumenopoleis for several different empire types.

NOTE: Mod development is on indefinite hiatus. I am probably not going to continue updating this, but I am leaving it up in case anyone wants to use it as a base for their own mod (a successor or whatever would be fine) or learn from it.

Ringworld Districts

To reflect the space available on a ringworld, all ringworld districts (called "expanses" now) are BIG. They provide way more jobs and housing, but also cost more. If ecumenopolis districts are the apex of specialized production (as befits a city), then ringworlds are a vast countryside and are geared for different kinds of basic production.

Additionally, ringworlds just flat-out lack a district option other kinds of planets have. I figured that since the main feature of a rindworld is being absolutely huge, a district that allows the player to take advantage of this would be good. Normal, Hive, and Machine Empires each get their own version.

Residential Expanse
"With this much space, there's no reason not to spread out and build plenty of luxurious residences."

Non-Gestalt only.
+8 Housing.
+6 Amenities.
+2 Clerks.

Infrastructural Expanse
"To efficiently utilize the enormous space of the ringworld, decentralized networks of support, shelter, and supply structures are deployed."

Machine Intelligence only.
+12 Housing.
+3 Amenities.
+1 Maintenance Drone.

Nesting Expanse
"This section of the ring is dotted with drone shelters as far as the eye can see... which is quite far on a convex surface."

Hive only.
+16 Housing.
+1 Maintenance Drone.

Agriculture Expanse
"Vast tracts of the ringworld's near-endless space set aside for cultivation, either through the growing of crops or animal husbandry."

+5 Housing.
+5 Farmers/Agri-Drones (+7 for Hives).

Generator Expanse
"Vast tracts of the ringworld's near-endless space set aside for rows of power plants that generate large amounts of energy which can then be used or converted into energy credits."

+5 Housing.
+5 Technicians/Tech-Drones (+7 for Hives).

Recreation Expanse
"Vast tracts of the ringworld's near-endless space set aside for nature preserves, amusement parks, festival grounds, sporting arenas, arcades, and other recreational destinations."

Non-Gestalt only.
+5 Housing.
+2 Park Curators (+4 amenities, +5% immigration pull and growth from immigration).
+3 Clerks.

Maintenance Expanse
"Vast tracts of the ringworld's near-endless space set aside for drone fabrication hubs, spare parts depots, repair bays, and recharging stations."

Machine Intelligence, non-Rogue Servitors only.
+5 Housing.
+2 Sub-Assemblers (+2 amenities, +5% robot assembly rate).
+3 Maintenance Drones.

Elysian Expanse
"Vast tracts of the ringworld's near-endless space set aside for nature preserves, amusement parks, festival grounds, and other such distractions and entertainments to pacify organic sapients."

Rogue Servitors only.
+5 Housing.
+5 Bio-Trophies.
+1 Maintenance Drone.

Spawning Expanse
"Vast tracts of the ringworld's near-endless space set aside for spawning pools, healing salve baths, and larval nutrient dispensaries."

Hive only.
+5 Housing.
+3 Larva Tenders (+2 amenities, +5% pop growth rate).
+2 Maintenance Drones.

Habitat Districts

In this case, the mod actually just changes the existing Trade and Leisure Districts. The Trade District has become the Fabrication District, available to all empires and capable of producing alloys and either amenities or consumer goods. The Leisure District has become the Emporium District, combining the functions of the Trade and Leisure Districts.

Fabrication District
"A sprawling habitat industrial district where workers operate massive low-gravity facilities."

Non-Gestalt Empires:

+2 Artisans.
+2 Metallurgists.

Rogue Servitors:

+2 Artisan Drones.
+2 Fabricators.

All other Gestalt Empires:

+2 Foundry Drones/Fabricators.
+2 Maintenance Drones.

Emporium District
"Who needs the great outdoors with hubs of habitat entertainment, leisure, and shopping destinations like these?"

Non-Gestalt only.
+2 Entertainers.
+3 Clerks.

Arcology Districts

I noticed that gestalt empires can't use the Leisure Arcology, so I added a new type for them. It's not quite a flipped version of the Leisure Arcology, although it does give 5 Culture Worker equivalents. The idea is that it's sort of a "brain district," combining research, culture, and order-keeping functions. Rogue Servitors, on the other hand, do gat a slightly modified version of the Leisure Arcology.

Coordination Arcology
"Where advanced drones of the ecumenopolis collaborate on collective mental tasks."

Gestalt, non-Rogue Servitors only.
+5 Housing.

Machine Empires:

+3 Calculators.
+5 Coordinators.
+2 Hunter-Seeker Drones.

Hive Empires:

+3 Brain Drones.
+5 Synapse Drones.
+2 Hunter-Seeker Drones.

Organic Satisfaction Arcology
"An AI-controlled arcology designed for ideal habitation and relaxation for sapient organic beings, it can house and satisfy untold scores of them, safe and sound."

Rogue Servitors only.
+10 Housing.
+10 Bio-Trophies.
+2 Maintenance Drones.

Compatibility

While this mod does not overwrite any base game files, it does override the defintions of the habitat Leisure District (district_hab_cultural) and Trade District (district_hab_commercial). Additionally, any changes made by other mods to the districts in "00_urban_districts.txt" and "02_rural_districts.txt" intended for ringworlds probably won't appear when using this mod. In general, I just can't guarantee that this will play well with other mods that add or modify districts intended for ringworlds, habitats, and arcologies.

If making a request for compatibility support or an inquiry about incompatibilities with another mod, please link the relevant mod in your request.

Compatibility is built in with Rogue Servitor Ecumenopolis; its district will show up instead the similar one this mod adds if both are installed.

Known Issues

If you install this mod mid-playthrough and have already built districts on a ringworld, they will still "exist" and be taking up space. To fix this, you should be able to deactivate the mod, demolish the old districts, and re-enable the mod. Inelegant, but the best one can do right now...

Feedback Welcome!

I have really no idea if these numbers (especially for the ringworld districts) make any sense. Sound off about it if you have any opinions!

Other

If you like this mod, you might also like my Government Variety Pack.

The planet view in the screenshots is from EG* - Planet View + 24 Building Slots.
92 Comments
CaptainKampfkeks 9 Apr, 2020 @ 8:30am 
@jtexasboyz Throw a link our way when you're done. :)
LittleRaskol  [author] 25 Jan, 2020 @ 6:12am 
Great, glad to hear it will be of use!
jtexasboyz 22 Jan, 2020 @ 8:42pm 
I may use some of your work for an upcoming mod. Will give credit.
Agathorn (SH) 23 Dec, 2019 @ 3:18pm 
I know this isn't supported/developed any more but does any know if it still works? I know often mods continue to work even though the game says they are out of date.
LittleRaskol  [author] 24 Oct, 2019 @ 5:46am 
Sadly, I really do not have time to develop this mod any more. I am leaving it up in case anyone else wants to use its code for a successor or spinoff or just to learn from it. (Reverse engineering mods is the best way to learn2mod!)
Bomb boy 16 Sep, 2019 @ 9:39am 
update Please
LittleRaskol  [author] 30 May, 2019 @ 5:59pm 
So looking forward to the new patch, it's going to shake up megastructures to the point that this mod might just not get updated after that. We'll see. The ringworld change looks like it's effectively just playing with numbers: same number of possible jobs if I'm not mistaken, but cheaper... Not sure if I'll want to change that.
Booperius 21 Apr, 2019 @ 9:59pm 
Minor issue to report: the UI patch awhile back broke whatever was hiding the normal Ringworld districts; so I can see both normal districts and expanses.
LittleRaskol  [author] 2 Apr, 2019 @ 3:52am 
Hey folks, gonna have to say that this mod's kinda on hiatus in terms of development. I just don't have the time to keep working on it right now. Is there a game breaking bug? Did a patch break a button? I'll look into that soon if so. Also I primarily developed this mod for my own use so there's a bit of an upper bound on how much work I'm going to do for compatibility's sake. At some point with mods you have to make a choice, and I don't begrudge anyone who chooses something else.
Clemens-HeinrichGrafvonKageneck 1 Apr, 2019 @ 2:41am 
Is this mod compatible with district diversity mod?