Stellaris

Stellaris

! !x5 Jobs and Housing from Districts
19 Comments
Taxidermy Minotaur 19 Apr, 2021 @ 9:47pm 
is anyone planning on updating this mod to 3.0
Taxidermy Minotaur 3 Apr, 2021 @ 7:03pm 
is there a compatibility patch for this mod?
alphadaeus 23 Feb, 2020 @ 10:43am 
hi can you do a update the this mod and the x2 & x10 verisons after federations DLC comes out this way it will give you time to work on it in your spare time also if there is changes in districts in the new dlc
TheSting  [author] 29 Oct, 2019 @ 5:40am 
i've decided im going to being leaving this series of mods in 2.3, its becoming a burden for me and is affecting my efforts on other mods. if u want to take it as ur own please do
BarbarianJoe21 28 Oct, 2019 @ 9:11pm 
Will this be updated for 2.5?
Spirit 18 Sep, 2019 @ 1:36pm 
would be interesting if you do a x5 jobs for all police buildings to keep deviancy for machine/hive and crime for normal empires at an acceptable level
maybe a seperate one for consumer good production aswell
AHelluvaZac 12 Jul, 2019 @ 2:20am 
Was hoping your mods would be compatible with Local Production ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1695182814&searchtext=local+production ) Probably a good thing they're not though, might be a tad broken. Still really enjoying the mod though!
Warhound99 6 Jun, 2019 @ 11:52pm 
Thanks man. Looking forward to it.
TheSting  [author] 6 Jun, 2019 @ 7:36am 
ill look into it, seems districts got a big dick in their ass in 2.3....
Findroid 6 Jun, 2019 @ 7:20am 
waiting for update. On 2.3 mod unstable and food and energe are jumping every month=(
TheSting  [author] 6 Jun, 2019 @ 2:30am 
yep will update once my other mods are up to date
Warhound99 6 Jun, 2019 @ 1:22am 
Are you planning on update? Love this mod
pet monkey 24 Dec, 2018 @ 1:47pm 
You should probably scale the amenitities offered by maintendnance depots and the like.
TheSting  [author] 24 Dec, 2018 @ 3:20am 
after Christmas day, for sure
MtvYoloSwag 17 Dec, 2018 @ 6:48am 
Seems ok so far, haven't any issues with your mod in terms of stacking pops in one building while others are empty.
It seems to put 1 population in each slot then double back around to the first building when new pops are available.
TheSting  [author] 17 Dec, 2018 @ 12:39am 
im not a fan of how PDX have handled this pop system. job priority should be automatically set by either sector focus, or it should be dynamic based on planet output or wat the empire is low on
Battlespark 16 Dec, 2018 @ 11:08pm 
The AI shuffles population around quite a bit when you have tons of space on a planet. Your energy and minerals really start bouncing around, even going negative as the AI adjusts things. Once you build a district of say energy, things will transfer almost immediately, taking away from other areas like mining.

Gotta do a lot more micromanagment with it, like shutting down most of the jobs until you have more population. Not a big deal, and man, you can make some very tough planets lol.
TheSting  [author] 15 Dec, 2018 @ 4:18am 
i dont know im afraid, i havent touched the AI elements of districts with this mod. this mod here should fix any job placement issues:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1585506251&searchtext=
MtvYoloSwag 14 Dec, 2018 @ 9:07pm 
Is the game smart enough to deal with this?
IE: 5 pop on planet, 2 workable buildings. Are 5 pop on one building, or spread between the two?