Stellaris

Stellaris

! !x2 Jobs and Housing from Districts
49 Comments
just a person ? 20 Apr, 2024 @ 8:04am 
this mod still work but it for default game without any expansion in game, add mod that give more district will make this mod become unesscesary
Hebrux 3 Apr, 2024 @ 5:38pm 
Would love an updated version of this. Thanks in advance
Bryan Black 20 May, 2020 @ 1:36pm 
Please update !
Omniburg 23 Mar, 2020 @ 2:17pm 
Thanks bob :)
Bob -_-' 23 Mar, 2020 @ 11:54am 
Nah it's funnier that way , and the drawing i made adds to that quality feel x)
TheSting  [author] 23 Mar, 2020 @ 11:53am 
and maybe change that name lmao
TheSting  [author] 23 Mar, 2020 @ 11:53am 
thanks bob, mods urs now
Bob -_-' 23 Mar, 2020 @ 11:52am 
Jack Hood 22 Mar, 2020 @ 7:14pm 
Ah sorry to hear man, good luck anyways and thanks for making a great mod
TheSting  [author] 22 Mar, 2020 @ 5:07pm 
sorry but i have no plans to update this. i have large projects that take up most of my time as it is
Jack Hood 22 Mar, 2020 @ 4:58pm 
What the dude below said :P
Omniburg 21 Mar, 2020 @ 10:33am 
Could you please update?
TheSting  [author] 24 Jul, 2019 @ 6:55am 
ill have another look at it
atepanubis 24 Jul, 2019 @ 5:47am 
i disabled all my other mods to verify which one it was to make sure it wasnt a mod conflict
TheSting  [author] 23 Jul, 2019 @ 9:34pm 
weird, i thought i fixed that
atepanubis 23 Jul, 2019 @ 7:38pm 
i think there may still be an issue with ringworld districts appearing as the wrong districts
TheSting  [author] 28 Jun, 2019 @ 9:40am 
you are very welcome!
Your Jewish Relative 28 Jun, 2019 @ 8:55am 
Thank you so much for the update now I can play my perfect Stellaris modded game
TheSting  [author] 17 Jun, 2019 @ 1:24am 
hey buddy, read the comment below urs
Avarice 16 Jun, 2019 @ 7:26pm 
This mod is no longer working with 2.3.x, It breaks the new ringworlds. You just get the old basic housing/farming/generator districts not the new Housing / Trade / Science / Farming ones.
TheSting  [author] 13 Jun, 2019 @ 11:37am 
will update when i get a chance
FloridaMan 13 Jun, 2019 @ 11:20am 
Q are you going to update or leave as is?
raw666 1 Mar, 2019 @ 7:00pm 
Hey, I was wondering if you can introduce a x1.5 version for houses, and one for housing and districts. Right now, either or are too game braking in how many needed. Plus housing 2 of 1 for most other districts are mining towns or such would allow space for such facilities but would focus primarly for their production.
PitGrunt 31 Jan, 2019 @ 8:39pm 
@evil_lord_proteus Indeed you are correct.
Doctor Proteus 18 Jan, 2019 @ 8:26am 
That would be great and a huge step towards fixing 2.2's many problems, actually. Too many pops have always been a problem with the game's stability, 2.2 made it way worse.
TheSting  [author] 18 Jan, 2019 @ 8:25am 
i understand. i'll make one that removes pop growth entirely
Doctor Proteus 18 Jan, 2019 @ 8:24am 
If there is some kind of unseen background calculation saying the growth is stopping completely, the information given in text says it's only reduced by %75. How would I and other players know if it is being truthful. I just can't take someone's word for it when the information the game is giving us says otherwise.
TheSting  [author] 18 Jan, 2019 @ 8:21am 
i'll take a look into it, see if i can make my own version
TheSting  [author] 18 Jan, 2019 @ 8:21am 
odd, the maths say it should be stopping it completely
Doctor Proteus 18 Jan, 2019 @ 8:18am 
But pops are still growing... that's what I'm getting at... even if it's much slower, they're still creating more of themselves.
TheSting  [author] 18 Jan, 2019 @ 8:16am 
correct, but it also increases emmigration by 100
Doctor Proteus 18 Jan, 2019 @ 8:16am 
it says growth is only stopped by 75% though, doesn't it?
TheSting  [author] 18 Jan, 2019 @ 8:04am 
combined with the effect of emmigration it effectively stops growth on that planet, while increase growth on others thru emigration
Doctor Proteus 18 Jan, 2019 @ 7:36am 
This is the one, isn't it?
https://www.dropbox.com/s/pz3s3v7hjp8c64m/Discourage%20Planetary%20Growth.png?dl=0

I am using mods though, but I don't remember it ever reducing growth to zero even without them.
TheSting  [author] 17 Jan, 2019 @ 11:12pm 
yes it does

it does not stop migration of refugees i dont think however
Doctor Proteus 17 Jan, 2019 @ 10:38pm 
It only slows the growth, it does not stop it.
TheSting  [author] 17 Jan, 2019 @ 10:23pm 
there are growth controls in the planets decisions
Doctor Proteus 17 Jan, 2019 @ 9:17pm 
@SentientPlant
Having more or less housing and jobs will not stop pops from creating themselves. They will simply be unemployed and homeless. It's a flaw in Paradox's new mechanics. Pops permanently grow for ever, and there is nothing you can do to stop it. Nothing.
PitGrunt 11 Jan, 2019 @ 12:32pm 
Need oppsosite version of this my 800 star 5x habitable galaxy has lagged to a stop at 3900 and thats without this mod lol, might be the pathfinding bug too. Was need something were the populace make 2x the resources so the ai doesnt have to keep track of more people, youre mods make great sense for a lower habitale world count which i like.
The Nega Druid 21 Dec, 2018 @ 12:28am 
Basically the more jobs there are, the weirders Pops are about picking the right ones. They tend to split around alot and don't go in the right jobs for the right moment. Better job priorities mod helps with this. Basically just if you need them to focus on something, go to population on your worlds and lower priority on the ones you don't need right at that moment or perhaps need only 2 or so of, then they'll be automatically forced into the jobs you want them to work.
TheSting  [author] 20 Dec, 2018 @ 11:43pm 
nothing has changed that would affect this mod. i believe the rebalance of jobs with the patch is to blame for that. micro managing the slots is needed im afraid
Doctor Proteus 20 Dec, 2018 @ 8:34pm 
I'm not sure if this mod is working anymore with the recent patch. As soon as the monthly re-calculation happened when I loaded my save, all planets with beset wtihi jobelessness and my consumer goods economy collapsed utterly.
TheSting  [author] 20 Dec, 2018 @ 4:12pm 
i have a lot of request coming in from this chain of mods, so give me some time and i can get that done
Bob -_-' 20 Dec, 2018 @ 4:00pm 
Hello , thank you for your work , would it be possible to do a version that does X2 jobs per district and x2 Housing for city district only , except in the case of the agrarian idyll in which case every district gives 2 housing ? I know i'm asking for a tremendous work on your part and i thank you again for improving our stellaris gameplay :)
The Nega Druid 16 Dec, 2018 @ 8:34am 
Thank you! That'll help alot! A x10 Housing would be just the thing I need for my playthrough.
TheSting  [author] 16 Dec, 2018 @ 8:13am 
for sure. i can get that out tonight
The Nega Druid 15 Dec, 2018 @ 10:22pm 
Is there a possibility we could get a mod version that doesn't increase jobs, just housing? I'm generally fine with the number of jobs, I just tend to need more housing. Especially on Habitats. And having so many jobs can do weird things sometimes as Pops decide where and how to work based on some arcane reasoning all their own.
TheSting  [author] 12 Dec, 2018 @ 2:09pm 
it would be a longer job than what this was, but yes it can be done
SgtPeppersSoul 12 Dec, 2018 @ 2:02pm 
I'm curious, is there any chance to make this an effect unlocked by a tech at some point during the game, rather than an effect that is present right from the start?