Stellaris

Stellaris

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Administrative and Fortress Districts for 3.0
   
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28 Apr, 2021 @ 5:28pm
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Administrative and Fortress Districts for 3.0

Description
This mod does for Admin Cap and Fortress what the 3.0 update did for industrial districts. In short, bureaucratic and fortress buildings are now planet-unique, and add jobs to the new fortress and admin districts on planets. The tier 3 bureaucracy building is added back in.

This mod adds fortresses and admin districts for normal planets, ecumenepoli, and habitats. Planet automation is fully supported.

Compatibility: Overwrites the bureaucratic center, fortress world, and fortress habitat planetary designations as well as their automation files. Overwrites all three of the bureaucratic buildings, as well as their machine and hive equivalents. Overwrites the fortress and stronghold buildings. Theoretically savegame compatible, but I'd highly recommend against it.

Let me know if you notice any bugs; this is a major mod and I may have missed something in my testing.

Want the same, but for research districts? Try Research Districts for 3.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2459091293

Too many building slots and nothing to fill them with? Try Eight Building Slots:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2465511922
18 Comments
magelord01 4 Mar, 2022 @ 2:15pm 
@Luna Assassin I've a feeling that this no longer works with the new Unity update, because I'm afraid that Paradox Games may have COMPLETELY dis-implemented Administration.
Valse Griffyre 23 Feb, 2022 @ 9:22am 
I assume this still works with the new Unity update, right?
Jack Jack Attack 27 Sep, 2021 @ 6:20pm 
So here's an idea, why not reframe these districts as "Government Districts" and use the same Forge/Factory designation system to swap between Bureaucrat & Soldier jobs. Would keep down the number of districts available on any given planet while also giving players more tools with which to rejigger their economy.
greensniperhat 12 Sep, 2021 @ 9:21am 
localization is still missing the plurals, same as with your research district mod.
Boisegangpc 12 May, 2021 @ 10:06pm 
Actually, there may be a conflict with Expanded Stellaris Traditions (or Plentiful Stellaris traditions, I'm not sure which one is which, part of Lots of Traditions), with their "Affinity" tradition "Persuasion", which states that it "Administrative Capacity of various buildings by additional jobs" (whatever that means). I'll also post this on the LOTs of Traditions mod page.
Boisegangpc 12 May, 2021 @ 8:15pm 
So, apparently, Administrative Parks and complexes (at least on my end) don't seem to add any extra Bureaucrat Jobs (Parks add +1/District, but still are +2) and Complexes seem to be identical to Parks in the amount of jobs they give initially and per District.

Otherwise, I love this mod. I do wish something like this was in the vanilla game.
Mial42  [author] 7 May, 2021 @ 6:33am 
@SingABrightSong

This mod won't change. In research districts for 3.0, I may just add in the universal economic categories patch. That shouldn't cause compatibility issues that overwriting the job files would.
SingABrightSong 7 May, 2021 @ 6:23am 
Just checked here, btw, the increase for production is specifically in the pop_jobs file anyway, so if you are maintaining consistency with vanilla you're going to have to modify that anyway.
frostdillicus 6 May, 2021 @ 8:12pm 
What is your plan now they they are going to make buildings increase production instead of grants more jobs? Are you going to keep these mods as is or follow what seems to be the new direction?
Mial42  [author] 4 May, 2021 @ 3:19pm 
@Bald

Vanilla forge and factory buildings add more jobs, they don't make them more productive. Furthermore, you can't make bureaucrats or soldiers more productive without editing the job files themselves (since they don't produce resources, but empire modifiers), which would be horrendous for compatibility. This mod follows vanilla conventions (and has since I uploaded it; I didn't update it to make the buildings planet unique, they were that way from the initial upload).

I also dislike the idea of combining science and admin for a few reasons:
1) I like them as separate mods.
2) It reduces flexibility.
3) The AI would not be able to handle it (not very intelligent at setting planet designations; right now the fact that forge and factory districts are combined is a major cause of deathspirals, since the AI doesn't understand that it can't make CGs on forge worlds).