Stellaris

Stellaris

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More Standard Districts
   
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1.028 MB
9 Nov, 2021 @ 7:19pm
11 May, 2023 @ 1:26am
20 Change Notes ( view )

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More Standard Districts

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Would you like more basic districts for your colonies? Perhaps you're tired of being limited by building slots? Then this mods is for you! Adds a Research District, Trade District, Leisure District, Administrative District, and Military District for construction on normal colonies. Also adds an Administrative District and Military District for construction on habitats. All gestalt empires can use Research Districts and Military Districts, but Leisure Districts are only available for Rogue Servitors. Hive Minds, Machines, and Spiritualists have their own versions of the Administrative District.

Due to the addition of Research Districts, this mod adds a new research support building similar to the Alloy Foundries or Civilian Industries buildings.

Requested by Mad Cow.

Changes
Research, Trade, Leisure, Administrative/Ecclesiastical/Synapse/Data Warehouse, and Military Districts are now available for regular colonies. Administrative (et al) and Military Districts are now also available for construction on habitats. These new districts are considered "city" districts similar to Industrial Districts. In addition, this mod updates Research Labs to function similarly to how Industrial Districts are enhanced (the jobs provided by the district, really) by the Alloy Foundries or Civilian Industries buildings:
  • maximum one per planet
  • all tiers provide 1 head researcher or 2 gestalt researcher jobs
  • tier 2 increases research output by 1 point (per field) and increases researcher upkeep
  • tier 3 increases research output by a total of 2 points (per field) and further increases researcher upkeep
Along with the new district types, this mod adds new colony designations for Commercial Worlds (focuses on Trade Districts) and Leisure Worlds (focuses on Leisure Districts) as well as updates the Tech-World designation to understand the new research district type and to offer a Research District build speed increase. Trade planet, unity planet, and fortress planet automation plans are also updated to understand the new district types. Each of the new colony designations features a build automation plan (including Rogue Servitors for Leisure Worlds).

All districts respond to changes in civics that alter jobs. For example, Leisure Districts swap Entertainers for a Duelists with Warrior Culture and Ecclesiastical Districts trade a Priest for a Manager for spiritualist MegaCorps.

Localisation
  • English by corsairmarks (author)
  • German (Deutsch) by Lucanoria
  • Polish (Polskie) by Gatzek
  • Russian (Русский) by Dimonius
  • Simplified Chinese by megumin
Compatibility
Although the districts added by this mod seem similar to existing districts, they are created as new districts so as to not present a compatibility challenge by overwriting many of the district files. The district changes should work with other mods that add or alter districts.

Also overwrites research planet build automation to use the new Research Districts and include the new research support building. Trade planet, unity planet, and fortress planet build automation is similarly overwritten. Thus this mod is incompatible with other mods that also update these four build plans. Whichever mod loads last will use its version of these files.

This mod adds a Commercial District which also has been built with compatibility for my mod Enhanced Trade Districts and Designations. Enjoy building commercial enterprises on practically any world.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements. Compatible with Planetary Diversity and follows its exclusions for some colony types. Compatible with Gigastructural Engineering and follows its exclusions for some colony types.

Not Included in "Subtle Polish"
This mod is intentionally not included in my modpack Subtle Polish: A Collection of Fixes and Enhancements; however is fully compatible.

Required Dependency Mods
In order to see and interact with the new district types, it is necessary to use a UI mod that allows more districts to be visible. UI Overhaul Dynamic and Bigger Planet View are two possible options. If you play Stellaris on a lower resolution (such as 1366x768 or 1600x900) there are not many mod offerings that show many districts without making the planetview too large, so I created Basic Planetview: More Districts to address that challenge.

Known Issues
Overriding a game object causes the game to write a line to its error.log file, expect to see thirteen errors like these (abbreviated for clarity):
[00:10:01][objdb]: col_research exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 6 [00:10:01][objdb]: col_bureau exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 50 [00:10:01][objdb]: col_bureau_spiritualist exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 120 [00:10:01][objdb]: col_bureau_hive exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 190 [00:10:01][objdb]: col_bureau_machine exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 242 [00:10:01][objdb]: col_trophy_machine exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 297 [00:10:01][objdb]: col_habitat_bureau exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 385 [00:10:01][objdb]: col_habitat_bureau_spiritualist exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 434 [00:10:01][objdb]: col_habitat_bureau_hive exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 483 [00:10:01][objdb]: col_habitat_bureau_machine exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 522 [00:10:01][objdb]: col_fortress exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 562 [00:10:01][objdb]: col_habitat_fortress exists, using file: common/colony_types/01_more_standard_districts_colony_type_overrides.txt line: 601 [00:10:02][objdb]: has_trade_designation exists, using file: common/scripted_triggers/10_more_standard_districts_scripted_triggers_ai_overrides.txt line: 2
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

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Popular Discussions View All (1)
0
28 Jun, 2023 @ 8:22am
Update for Simple Chinese translation
Frigid
126 Comments
Seuchi Kurogane 11 May @ 12:58am 
Yes great mod and I hope it will get 4.0 rework cause this gem deserves it.
LauraTons 9 May @ 11:22pm 
Any plans for a 4.0 rework?
victoriousdread07 (private) 5 Nov, 2024 @ 12:47am 
Can we expect an update for the newest dlc?
just a person ? 24 Aug, 2024 @ 9:24pm 
hmm, 1 problem where is research district in ecumenopolis world I remember the normal one have research district on it ???????
LegitGamer1017 9 Nov, 2023 @ 9:50am 
Is this mod still working fine for 3.9?
oscaryu0808 21 Oct, 2023 @ 5:29am 
Does the load order matter (when combined with basic planetview and basic planetview: more districts)?
NattyNuke 15 Sep, 2023 @ 3:19pm 
Will this mod be updated to 3.9?
Pump 20 Aug, 2023 @ 12:13pm 
cheers, DO3 hasn't been working so big thanks for making this
aquelarrefox 25 Jul, 2023 @ 11:52pm 
hi I have some question about the mod, there should be 2 reserch buildings in the menu, the original and the one this mod. i put this at last place so it override other mods. Is it right or the normal building should not be avaible?
corsairmarks  [author] 4 Jul, 2023 @ 12:47am 
@Pederastus - I'd say that this mod adds districts that fulfill the same role as most uncapped buildings. You could make your own mod to eliminate Commercial Zones, Research Labs, Fortresses, and Admin Buildings.