Stellaris

Stellaris

Research Districts for 3.2
36 Comments
MarcoMarco 25 May, 2022 @ 3:55pm 
At the moment this mod makes it so that any attempts to negotiate the terms of a vassal agreement crashes the game. I did tests with and without this mod and it seems to be the singular cause somehow.
MatrixEssenes 14 May, 2022 @ 10:09pm 
any plan to update this wonderful mod for 3.34?
Dimonius 26 Oct, 2021 @ 4:48pm 
It's work fine with Planet Diversity and PD submods, like planetary habitat?

And i try ask for compability patch with Void Dwellers Expanded 3+, if it possible)

P.S. Great work!
Jack Jack Attack 27 Sep, 2021 @ 1:17pm 
This mod works wonderfully with Small Settlements by ZT (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2447495351) . Turn down habitable worlds below 0.5 and it becomes a real challenge to overtake advanced AI and dominate the galaxy. In my experience, you'd have to get lucky with a squishy neighbour to achieve parity with the top AI (using Starnet/Startech) in terms of Fleet Power & Research by 2300. This is really, really good as in vanilla (even with an improved AI mod) the player can comfortably be twice as powerful as the next largest AI by 2300.
NightRaven 7 May, 2021 @ 11:42am 
One thing that would be really cool is a 3rd mod that uses both this mod, and the admin/fortress mod and has this effect:
- 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
Mial42  [author] 6 May, 2021 @ 7:19am 
@ranma100

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).
ranma100 5 May, 2021 @ 7:12pm 
Does this do anything to relic worlds?
Bald 4 May, 2021 @ 6:46am 
Yeah I talk about all your new districts, military and administrative, just saying :)
Mial42  [author] 4 May, 2021 @ 6:45am 
@Bald

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.
Bald 4 May, 2021 @ 6:34am 
Funny fact: the new districts are avaliable in ecumenopolis and habitats but not ring world xD
Bald 1 May, 2021 @ 6:48am 
Must be my lucky day then, good work dude ;)
Mial42  [author] 1 May, 2021 @ 6:30am 
@Bald

This works fine with Starnet. It's probably not quite as optimized, but I use it with Starnet with no issues.
Bald 1 May, 2021 @ 6:27am 
This is logical evolution, I was just looking for scientific and administrative districts
It would be great if someone who discovered this and used it made a patch for Starnet: P
de Grizz 29 Apr, 2021 @ 7:22am 
ecumenopolis Research Disignation give +25% lab build speed instaed districts or both like alloys one
SingABrightSong 29 Apr, 2021 @ 4:31am 
@Mial42: Not on the beta yet, last I checked it wasn't even opened yet. Could try to see if it's empire-specific, I'll let you know on the page for that mod if i find anything.
Mial42  [author] 29 Apr, 2021 @ 4:10am 
@SingABrightSong

Are you on the new beta? I haven't had any issues with Clerks Delenda Est on 3.0.2.
Mial42  [author] 29 Apr, 2021 @ 4:09am 
@Bankipriel

Put this after Starnet
SingABrightSong 28 Apr, 2021 @ 9:11pm 
Isolated it to Clerks Delenda Est, also your mod but not this one so my bad.
SingABrightSong 28 Apr, 2021 @ 9:07pm 
Belay that, made a playset for testing in the launcher but forgot to actually switch to that playset before testing.
SingABrightSong 28 Apr, 2021 @ 8:58pm 
Okay, seems there's an issue with the new update. New colonies won't allow the construction of city districts. Just confirmed it with only this mod running, and I'm fairly certain I know where to look to fix it so I'll see if I can do that real quick.
Arctuhris 27 Apr, 2021 @ 8:04pm 
I'm gonna try this out with Starnet, and was wondering if you thought that would work, and if so, should this mod be after Starnet in the load order, or will it not matter? Thanks.
Rox 27 Apr, 2021 @ 5:26pm 
@Mial42

Thank you so much.
Mial42  [author] 27 Apr, 2021 @ 4:15pm 
@Rollout

Good point. Should be changed now.
Rox 27 Apr, 2021 @ 11:54am 
I do like this mod, but is there any way to make it so that the research district appears near the top of the list, either above or below the industrial district? It bugs me seeing the huge district block beneath a bunch of smaller ones.
de Grizz 25 Apr, 2021 @ 12:58pm 
maybe just make new worker, lets say, call him "Keeper", he produce only unity +5 (or any).
1 keeper per science disctrict.
Mial42  [author] 25 Apr, 2021 @ 11:54am 
@SingABrightSong

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.
SingABrightSong 25 Apr, 2021 @ 10:28am 
Update on my idea: I severely underestimated the sheer absurd amount of unity jobs and buildings in this game, think I might just zero those out since I'm screwing with the buildings anyway.
de Grizz 22 Apr, 2021 @ 8:48am 
agree, but it is tier 3 while grid is tier 1, so if Research labs will add small buff with each lvl, lets say 5% per lvl, they will not look op. my reason is - districts are deficite resourse, (small planets, habitats and etc), so any option to buff income from them is balance thing.
but its all on you, i just sugest idea
Mial42  [author] 22 Apr, 2021 @ 8:36am 
@CTa/\KEP

The Research Institute is the research equivalent of the Ministry of Production or energy district in that it buffs output.
de Grizz 22 Apr, 2021 @ 8:29am 
good idea,
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
Jack Jack Attack 19 Apr, 2021 @ 11:11am 
Another thing to consider, maybe follow in Claire's pattern of 3/3 for basic districts and 4/2/2 for Urban districts. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2112120179

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.
SingABrightSong 19 Apr, 2021 @ 10:35am 
@Raegorn @Jack Jack Attack: You know, I was considering adding a "Culture District", but I like your idea better, Going to try doing that now.
Rewasder 18 Apr, 2021 @ 5:26pm 
I agree with Jack, you could do this as the alloy+consumer goods district, but with science+unity. Including making the research and unity buildings incompatible.

Basically expanding upon this idea further.
Jack Jack Attack 18 Apr, 2021 @ 2:09pm 
Obvious good idea is obvious ;) Might I suggest changing the districts to "University" districts, that provide 1 Researcher & 1 Culture Worker instead of 2 Researchers? This creates a greater spread of production across your worlds, makes Culture Worker upgrades much more valuable on the whole, and nerfs the quite OP "Assist Research" option of Science Ships.
Guinaro 17 Apr, 2021 @ 7:26am 
Yeah, was thinking of doing this myself. But for Farming, Mining and Generator Districts instead. Still in doubt about creating a new district for refineries.
SingABrightSong 17 Apr, 2021 @ 5:27am 
Well this is something that I was wanting to do at one point, but seeing as you've already done it I think I'll just use yours. Looks good