Stellaris

Stellaris

Extra Districts
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Update: 8 Sep, 2024 @ 12:26am

- Improved built-in PD compatibility.
- "Show unavailable ED districts" decision now display Underground Cities
- Added "Subterranean Exploratory Mine" district (combined district). It reduce Max Undersurface Cities. Its job ("Prospector") adds "Exploratory Count" and when the count reach a threshold, a new deposit will be found.
- Fixed GetED_district_shelters_job scripted loc. Now Shelter Maintenance job in gestalt machine empire will be displayed as Drone, not Worker.
- Now Machine planet and Arcology can have Underground Cities.

Update: 10 May, 2024 @ 7:01pm

Update Shelter-eligible and Aquatic Housing-eligible description. I forgot it.

Update: 10 May, 2024 @ 6:50pm

Updated to Stellaris 3.12.
- Housing districts now have more jobs if their owner has "Productivity Simulations" tradition. (Like City and Nexus districts)
- Housing districts now can have "Gestation Drone" job slot. (Like Nexus districts)
- Habitat SR distrists now have 1 SR job and some research jobs, and the later will be increased if the country has "Productivity Simulations" tradition. (Like Zero-G Research Districts)
- Now machine species can use Shelters and Aquatic City.
- Energy, Minerals and industrial districts have more housing and jobs, if the planet is Machine World and the country has Machine Worlds AP.
- ED jobs now have automodding priority.

Update: 6 May, 2024 @ 4:20am

- Environmentalist job now produces 3 society research.
- Nature reserve distrists were renamed to "Xenobiota research distrists". Old name was confusable with vanilla "Nature Reserve" deposit.
- Changed description about Environmentalist job a little.
- Overwrote has_sr_producing_job and has_research_job vanilla scripted triggers.

Update: 18 Mar, 2024 @ 5:10am

- Added Astral Scar Observation District.
- Added Archaeological Artifacts Vault Building.
- Added technologies give modifier about districts.
- Streamlined feature about ED habitat district slots.
- Fixed Planetary Habitats (PD) doesn't have ED habitat district slots.
- Environmentalist job now decreases Pop Growth Reduction, not increases Pop Growth.

Update: 28 Feb, 2024 @ 3:04am

Updated to Stellaris 3.11.

Update: 24 Feb, 2024 @ 6:33pm

- Introduced "Game Concept" features. Complicate concepts like "shelter-eligible" will be more clearer, I hope.
- Nerfed Shelter feature. Now each job produces 240 score and Max bonus is +20%.
- Fixed Inner-system commercial district doesn't unlock without PD patch.
- Fixed "Shelter Build Speed" localisations are missed.

Next update will be for Stellaris 3.11.

Update: 20 Jan, 2024 @ 4:05am

Update on manufacture job from "Environment Research District".
Old: all manufacture job are artisan (or variants) job slot, always.
New:
- If the planet has Forge World designation, all manufacture job will be Metallurgist (or variants).
- If the planet has Factory World designation, all manufacture job will be artisan (or variants).
- If neither, the half (rounded up) of manufacture job will be artisan (or variants) and remains will be Metallurgist (or variants).

Update: 2 Dec, 2023 @ 6:40am

- Updated researcher variant jobs. Now they have Naval Cap bonus from Academic Recruiter trait.

Update: 22 Nov, 2023 @ 8:45pm

- Fixed there is not job_pilot_effect_desc in non-Japanese setting. Thank you, Dukkokun!
- Fixed finite resource district deposits aren't removed. It is because "remove_deposit = yes" doesn't work in Stellaris 3.10 (In other words, Paradox issue).