Stellaris

Stellaris

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Hybrid Colony Designations Expanded
   
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28 Jul @ 11:54am
4 Aug @ 6:52am
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Hybrid Colony Designations Expanded

Description
Complex designations for empires embracing nuanced gameplay

HCDX is a standalone companion to Hybrid Colony Designations - experimental where HCD is prudent, niche where HCD is mainstream. This mod introduces unique colony designations for edge-case optimization, thematic consistency, and play-style exploration. Built for modding connoisseurs, roleplayers, and fearless min-maxers alike. HCDX just goes a bit further.

HCDX v1.2.0 - For Stellaris v4.x.x Only

Features (so far)
  • 9 new designation archetypes + 6 thematic variants:
    • Fortified Arsenal - Alloys + Planetary Defense (For Xenophobes, Isolationists, and turtles)
    • Seed & Steel Cooperative - Food + Alloys (for Agrarian Idyll & Utopian Abundance)
    • Biofoundry Complex - Food + Alloys (...but with Catalytic Technicians)
    • Tidal Commons - Food + Consumer Goods + Trade (specifically for Anglers)
    • Synthesis Sector - Advanced Resources + Strategic Resources (you already build this)
    • Industrial Cloneworks - Biological pop production (the one Paradox doesn't want you to have)
    • Sanctuary Beacon - Unity + a moderate biological pop bump. A galactic "Ellis Island".
    • ...and more!
  • Configuration Menu enables players to choose precisely which designations show up on their selection list
  • Not just hybrids, anymore. These are tailored colony roles, each optimized around a distinct gameplay theme.
  • Fully localized for: English, Español, português (Europeu), português brasileiro, Українська, Русский, 简体中文, Français, Deutsch, and Polski
  • Works fine with a mid-game install. At least for me.
  • Designed for compatibility and immersion in a vanilla+ setting

Why Use Hybrid Designations (Expansion)?

Because the galaxy doesn’t always deal in neat resource parcels - and sometimes, neither do you. Maybe you’ve got a planet with extra food districts, an alloy bonus, and nothing resembling a coherent identity. Maybe you just have a crazy dream. HCDX doesn't judge.

Hybrid designations in HCDX are built for the odd ones. The mashups. The roleplayers with vision and the min-maxers with spreadsheets. These specialized archetypes give you meaningful bonuses for mixed or eccentric development - when your colony isn’t sure what it wants to be, or when you have something very specific in mind.

Perfect for empires that play tall, think sideways, or refuse to conform. Whether you’re chasing alloy output from a fortress world, consumer goods from a farm, or something you can only describe with hand gestures, these designations give you options where vanilla just shrugs. Everyone will find at least one designation that they'll never be able to play without, again. And maybe five that makes them wonder what kinda freak would use something like that.

These designations won’t fix your strategic mess, but they will celebrate it, optimize it, and name it something stylish.

Implementation Notes
  • AI empires won’t use these. That’s on purpose. Balancing for AI usage introduces more opportunities for unexpected consequences than something this niche could justify. That said, weighting for automated colony designation was implemented.
  • Does not support automated build queues. I have not written an AI build plan for these designations. This is doable, but not currently on the project map. For now, only use this mod if you intend to manually set your build queues.
  • Bonuses are balanced. These combos may be out there, but they aren't cheaty. They are generally neither better nor worse than vanilla designations. Just different. Very different.
  • It's Complicated. Some of these have multiple prerequisites and triggered modifiers. If you aren't in the mood for mystery, I've laid it out in a Google Spreadsheet[docs.google.com]. How Paradox of me.

Compatibility & Load Order
  • Not Iron Man / Achievements Compatible - This mod alters gameplay mechanics, which is its entire point.
  • No DLC required – Designations from official DLC (like MegaCorp) will only appear if you own the corresponding content, but the mod runs cleanly either way.
  • Required Mods – You don't need HCD, but HCDX relies heavily on the Universal Modifier Patch.
  • Vanilla-safe implementation – Does not overwrite any base game files. All designations are added via standalone scripted triggers, ensuring compatibility with Stellaris updates.
  • Load order recommendations - Place below major overhauls (like Gigastructural Engineering, ACOT, or NSC). Place above UI mods or visual tweaks - they don’t interact with designations.
  • Mod triggered effects may skip hybrids. Traditions or events from mods that reference specific designations (like how Adaptability gives technicians a bonus on Energy Designation planets) may not affect hybrid colonies unless manually patched by you or another modder. The vanilla ones, however, are baked in.

Future Plans
HCDX will be run with less restraint than HCD. There are literally thousands of colony modifier combinations possible (some more sane than others) and multiples beyond that of thematic variants. If one catches my fancy or has a constituency or an interesting narrative, I'll probably eventually add it. I'll trust the players to use the configuration menu to handle any problems with UI bloat. This mod is about fun and experimentation. If you have any good ideas, post them in the comments.

I'm Listening
These suggested designations have made it into the mod:
Biofoundry Complex : CoolingRoom1644, Cyph the Terrible
Tidal Commons: Loose_Change
Fortified Arsenal: gadgetboy3

HCDX is not for everyone. But if it’s for you... it’s perfect!
20 Comments
alankraskow 4 Aug @ 7:38am 
@PlainWhiteToast I understand.
PlainWhiteToast  [author] 4 Aug @ 7:06am 
v1.2.0 has been uploaded. This release lays the groundwork for future releases by introducing a configuration menu, launched at game start or via an at-will edict. This configuration menu will enable players to customize the contents of their designation list, removing any designations that do not match their current play-through. This will allow the release of new, even more niche designations without fear of cluttering up the UI for those who won't be using them. Also fixed some stuff. There is always stuff to fix. See the Change Notes for details.
PlainWhiteToast  [author] 3 Aug @ 1:23pm 
@ alankraskow > I'm not sure what would stats be exactly

Me neither. I'm at the mercy of which modifiers PDX has decided to expose in this context, which isn't always the ones you would expect. My initial research suggests this is what I have to work with:

- planet_army_build_speed_mult
- planet_building_clone_army_clone_vat_build_speed_mult
- planet_defense_armies_add
- planet_building_fortress_build_speed_mult
- planet_building_planetary_shield_generator_build_speed_mult
- planet_zone_fortress_build_speed_mult,

..and then I need to balance them against vanilla and try to make it appealing to players. It's both an art and a science...
alankraskow 3 Aug @ 1:05pm 
@PlainWhiteToast awww no need for that my friend. However whatever I'll find I'll post in here.

And speaking of Fortress destination, I would actually love to see the one you mentioned under the main mod. Something along the lines of Fortress Academy or something like that. Where the destination adds speed and maybe experience to armies created on this planet.
I'm not sure what would stats be exactly, as I'm not the best at balancing them myself.
PlainWhiteToast  [author] 3 Aug @ 6:32am 
@alankraskow > if it's something silly I will owe it lol
And if you find an actual bug, I'll post your name in the credits!
alankraskow 3 Aug @ 6:12am 
@PlainWhiteToast if it's something silly I will owe it lol
Will test it out on new gameplay and will get back to you at some point.
PlainWhiteToast  [author] 3 Aug @ 5:57am 
@alankraskow - Yeah, I'm sure that's driving you nuts. If you really want to track this down, you are probably going to have to create a new profile\collection using only the one mod, and launch it using the most vanilla of origins: UN of Earth, Prosperous Union. Play on high speed until you find your first planet, and try to colonize it. If it works there, they you have to back into what broke it.

Alternately, you can try deleting your entire mods folder:

Documents\Paradox Interactive\Stellaris\mod

...and your mods manifest:

\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite

...reopen the launcher and have it rebuild everything from scratch.

Only you can say if it's worth the effort. IMHO, it is NOT a mod conflict. I went out of my way to use unique keys and file names to prevent that.

If I don't hear back from you, I'll assume either it was not worth the effort, or it was, in fact, something too silly to share in an open forum. ;-)
alankraskow 3 Aug @ 5:11am 
@PlainWhiteToast I have no clue what is going on. I must be doing something wrong, or maybe a mod conflict... No issue in error log, the file is there. I'm really baffled by this and probably doing something so silly, that I will be ashamed once I find out lol
PlainWhiteToast  [author] 3 Aug @ 4:16am 
@Hrundel > "This mod have russian translate?"

Да, перевод на русский есть, но я не знаю языка, поэтому не могу судить о его качестве.

@A-Sartek > "What would happen if -space_owner- is changed to simply -owner-?"

It's makes a small difference. "owner" will scope to the planet, while "space-owner" will scope to the star system. These are usually the same, but if I use "owner", you would no longer be able to select the designation during the colonization phase, because you won't own the planet yet. Vanilla designations use "space-owner".
Hrundel 3 Aug @ 3:02am 
This mod have russian translate?