Stellaris

Stellaris

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Research Districts for 3.2
   
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17 Apr, 2021 @ 4:52am
22 Nov, 2021 @ 11:33am
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Research Districts for 3.2

Description
This mod does for research what the 3.0 "♥♥♥♥" update did for alloys and consumer goods. It turns the main source of researchers (and gestalt equivalents) from buildings to districts, with the former job building (research labs in this case) increasing researcher throughput (output and upkeep).

This mod adds both regular and arcology planetary research districts to the game, and as such requires UI Overhaul Dynamic or some similar mod to actually display all the districts. Research districts have the same overall stats as industrial districts (2 housing, 2 jobs, urban district for the purpose of ecumenepoli, same cost and build time) and likewise for the arcology equivalent. Habitat and ringworld science districts also get the equivalent bonuses from research labs that their vanilla counterparts do from manufacturing buildings. Research labs are now a planet-unique building.

Planet and sector automation are both fully supported.

From my testing (0.25 habitables, commodore, no guaranteeds habitable worlds), the AI is able to handle research districts, but it isn't very good at specializing worlds.

Admin and Fortress Districts for 3.0 now exists here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470850888

If you find yourself with too many building slots to effectively use, use this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2465511922
To reduce max building slots from 12 to 8.

Compatibility: This mod overwrites the capital and research colony automations, the research colony designations, the research lab building and its derivatives, the "basic" and "research" sector focuses and the science districts for ring worlds and habitats.

Also overwrites 00_common_categories with the universal economic categories patch version.

Includes built-in compatibility with Starnet AI.
36 Comments
MarcoMarco 25 May, 2022 @ 3:55pm 
At the moment this mod makes it so that any attempts to negotiate the terms of a vassal agreement crashes the game. I did tests with and without this mod and it seems to be the singular cause somehow.
MatrixEssenes 14 May, 2022 @ 10:09pm 
any plan to update this wonderful mod for 3.34?
Dimonius 26 Oct, 2021 @ 4:48pm 
It's work fine with Planet Diversity and PD submods, like planetary habitat?

And i try ask for compability patch with Void Dwellers Expanded 3+, if it possible)

P.S. Great work!
Jack Jack Attack 27 Sep, 2021 @ 1:17pm 
This mod works wonderfully with Small Settlements by ZT (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2447495351) . Turn down habitable worlds below 0.5 and it becomes a real challenge to overtake advanced AI and dominate the galaxy. In my experience, you'd have to get lucky with a squishy neighbour to achieve parity with the top AI (using Starnet/Startech) in terms of Fleet Power & Research by 2300. This is really, really good as in vanilla (even with an improved AI mod) the player can comfortably be twice as powerful as the next largest AI by 2300.
NightRaven 7 May, 2021 @ 11:42am 
One thing that would be really cool is a 3rd mod that uses both this mod, and the admin/fortress mod and has this effect:
- each planet starts with housing + 3 random districts (instead of having all of them available at all times)

that mod would also need to be smart with planet modifiers, so you don't get things like +20% energy production for a planet that has no energy districts

that can go a step further if we are to create districts dedicated to strategic resources, and unity as well

Hive Worlds and Machine worlds would be able to build all the districts
Mial42  [author] 6 May, 2021 @ 7:19am 
@ranma100

No, it does not. Relic worlds get the same districts as other planets (although they still get big bonuses to tech and 8 extra researcher jobs, so they still make great tech worlds).
ranma100 5 May, 2021 @ 7:12pm 
Does this do anything to relic worlds?
Bald 4 May, 2021 @ 6:46am 
Yeah I talk about all your new districts, military and administrative, just saying :)
Mial42  [author] 4 May, 2021 @ 6:45am 
@Bald

Ringworld already have research districts; this mod changes them (so they get +5/+10 jobs with upgraded research labs), but I didn't remove them.
Bald 4 May, 2021 @ 6:34am 
Funny fact: the new districts are avaliable in ecumenopolis and habitats but not ring world xD