Stellaris

Stellaris

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Habitat District Tweaks
   
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1.289 KB
20 Jun, 2019 @ 3:56pm
20 Jun, 2019 @ 5:56pm
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Habitat District Tweaks

Description
A minor mod, developed on suggestion, to buff the districts habitats gain when built over orbital resources.
  • Research districts now grant 5 jobs rather than 3
  • Mining and Generator districts now grant 4 housing.
3 Comments
ุReshy 23 Jun, 2020 @ 3:49am 
I think if you make a habitat over a planet without any resources, perhaps make it have special habitat agriculture districts? Hydroponics doesn't really need any special resources.
Half Phased  [author] 20 Mar, 2020 @ 5:04pm 
So, I'll be updating this mod to 2.6, but it'll be coming back as just Habitat Tweaks. The districts themselves will be modified slightly differently, for example, I'm thinking 4 jobs for the research district as 5 is a bit excessive, if it weren't for void borne starting you with a research district I might actually make it more whilst requiring 1 gas maintenance.

The reason for it just being "Tweak" and not "District Tweaks" is that I'll be adding a couple of new habitat designations, such as agri-habitat and specialist habitat. I expect Agri-habitat in particular to be a major boost to void borne empires.

For the time being, this mod will work with 2.6. The only issue will be that AI weights are out of proportion with vanilla, so expect the AI to spam build research, generator and mining districts on it's habitats to the detriment of everything else.

Again, it will work in 2.6 for you, but the AI will go haywire.
Omniburg 17 Mar, 2020 @ 10:47am 
can you update this please? voidborne is hard on the not enough jobs