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And i try ask for compability patch with Void Dwellers Expanded 3+, if it possible)
P.S. Great work!
- each planet starts with housing + 3 random districts (instead of having all of them available at all times)
that mod would also need to be smart with planet modifiers, so you don't get things like +20% energy production for a planet that has no energy districts
that can go a step further if we are to create districts dedicated to strategic resources, and unity as well
Hive Worlds and Machine worlds would be able to build all the districts
No, it does not. Relic worlds get the same districts as other planets (although they still get big bonuses to tech and 8 extra researcher jobs, so they still make great tech worlds).
Ringworld already have research districts; this mod changes them (so they get +5/+10 jobs with upgraded research labs), but I didn't remove them.
This works fine with Starnet. It's probably not quite as optimized, but I use it with Starnet with no issues.
It would be great if someone who discovered this and used it made a patch for Starnet: P
Are you on the new beta? I haven't had any issues with Clerks Delenda Est on 3.0.2.
Put this after Starnet
Thank you so much.
Good point. Should be changed now.
1 keeper per science disctrict.
Yeah, I considered making unity districts too, but there's so many different versions (managers, culture workers, priests, death priests, evaluators, bio-trophies, chroniclers, chronicle drones, and synapse drones) and I rarely build buildings for any of them except bio-trophies and synapse drones anyways, so I figured that research districts are both way simpler to make and far more impactful.
but its all on you, i just sugest idea
The Research Institute is the research equivalent of the Ministry of Production or energy district in that it buffs output.
i m also sugest, if mod reduce Research labs to one per planet, its be fine if them work like Energy Grid or Mineral Purification Plants as wide buffer for research workers, then we will have sense build them instaed only districts
I also wonder whether it might be prudent to make "Urbanization" some kind of planetary decision.
* "Minimal Urbanization" = +25% basic district output, no more than 1/4 districts can be Urban
* "Mixed Urbanization" = No bonus, up to 1/2 Urban districts
* "Full Urbanization" = -25% basic district output, all districts can be Urban
New colonies default to Mixed, but with 50 Influence can be set to Minimal or Full.
Basically expanding upon this idea further.