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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2747811965
To reiterate: F:\Games\steamapps\workshop\content\281990\Living Space\common\districts\stpg_01_habitat_housing_districts.txt - needs to have "planet_max_buildings_add = 2" inserted to each district under planet modifiers so it looks like the following:
planet_modifier = {
planet_housing_add = 8
planet_max_buildings_add = 2
}
Also, not sure if its a vanilla issue or Living Space issue but anything can become an Ecumenopolis, including the Star habitats and asteroids. Use responsibly or break balance.
Make sure to build an ecumenopolis to fuel your economy with alloys, and a black hole for a Matter Decompressor, for all of the minerals you could ever need. On top of that, add a Dyson Sphere for most of the energy that you will ever need.
Season to taste with the endless salty tears of your competitors as you LEAVE THEM IN THE DUST.
An example is one of my asteroid mining habitats, which has now lost its Consumer Goods district option, but gained a city district option where it shouldn't have one.
To explain my thinking... in a game of stellaris basic resources is not really ever a problem. So after a system has a base I always just click my constructor and click the star and say build mining stations. There is no further thought going into the decision as the gain would always be more than the initial loss. So was hoping to make this more meaningful with a mod that connects a population requirement to the equation. I am mentioning this here as I think your mod would easily be able to add this addition(might be wrong) as an addition option in your option list. The option could either make that you do not start with any mining stations or it could replace the original mining stations with the small habitats. Minerals and energy will have to be mined. Research would require research labs.