Stellaris

Stellaris

More Specialized Zones
41 Comments
chijan 18 Jul @ 7:50am 
Because of the latest patches, vanilla zones disappear again. Could you check?
chijan 20 Jun @ 6:59am 
Thx for updating!
TheTrapMaker250  [author] 18 Jun @ 10:39am 
Parciwel, thanks for bringing that to my attention, I'll note it down to fix next update.

Graepix, no, I didn't add that in this mod.
Graepix 18 Jun @ 3:25am 
Does this mod allow you to build the rural support zones on the ecumenopolis?
Parciwel 17 Jun @ 11:00am 
The localization for german uses the wrong quotation marks for the first 26 lines. It needs to use the english ones ("") instead of the german ones („“)
TheTrapMaker250  [author] 16 Jun @ 12:21pm 
Chijan, it should be fixed now with both vanilla and modded zones. The latest patches changed how zone slots worked so I needed to update. Compatibility with other mods might also be improved now due to the change.
chijan 16 Jun @ 3:20am 
Are there only additional zones? I cannot find vanilla's economic, research and etc. zones.
LauraTons 21 May @ 10:54am 
Sweet thank you :p
TheTrapMaker250  [author] 21 May @ 10:48am 
Laura, I do plan to remove my version of the biotrophy zone without changing the housing of the vanilla one since I want to keep this mod balanced with vanilla. However, I just uploaded a simple mod that changes the vanilla sanctuary enclave to give -200 housing instead of -500 which you can find here if you're interested (it should be compatible with this mod too).
LauraTons 21 May @ 8:38am 
the 4.0.11 update added a bio trophy specialization but they have the vanilla take away 500 housing instead of your 200. If you remove your version of it can you make the vanilla one only take 200 housing away?
TheTrapMaker250  [author] 18 May @ 6:21pm 
Dozand, I just updated with in-built compatibility for BPV - More Building Slots.
de Grizz 18 May @ 12:52am 
did this mod support other mods which add more building slots in zones ?
BruhMan 16 May @ 12:38am 
OKAAAAY :steamthumbsup:
TheTrapMaker250  [author] 15 May @ 6:19pm 
Hey Undersnow, this mod should work with pretty much any UI mod including UI Overhaul and even just the vanilla UI (Steam won't let me remove UI Overhaul as a requirement for some reason, but it is no longer required). Adding extra districts would be a neat idea, but I likely won't include that with this mod.
UndersnowFox 15 May @ 1:25pm 
Hello! Does this mod work with new UI Overhaul? He just added a scroll bar at the bottom part of vanilla planet window for more modded districts and told that he will not add more himself. Maybe we can have some "one time use" districts just to add more buildings.
TheTrapMaker250  [author] 15 May @ 12:07pm 
Mod has been updated adding a biotrophy zone. Machine localization has not been added in this update but I still plan to add it soon in a future update.
TheTrapMaker250  [author] 15 May @ 9:41am 
Vhodnoylogin, thanks for bringing this to my attention, keep an eye on the rural district mod later today as I'll be updating it. I will also try to add machine translated localization for this mod next update so there is at least something available. However, if you or anyone else wants to contribute translations, please let me know as I'd be very happy to include them!

LauraTons, that's a great idea, I'll add that in the next update as well.
LauraTons 15 May @ 3:58am 
Could you add one for bio-trophies? currently you are only able to house them with buildings. id like to be able to specialize a whole planet for them.
Vhodnoylogin 15 May @ 1:57am 
So does it need localization after all?
I was hoping it reused vanilla districts, but I guess not. Sad.
TheTrapMaker250  [author] 14 May @ 5:27pm 
Thanks for the wait, the mod has been updated to Stellaris 4.0 with a major overhaul! Since the base game now has support for research, trade, and military ecumenopoli, I pivoted this mod to add more zones to the specialized districts that can give them a unique feel (and included other planet types too). I also merged my rural ecumenoplis district mod into this one so it's a one-stop shop.
TheTrapMaker250  [author] 7 May @ 12:40pm 
Hey all, just wanted to say that the mod is not abandoned. Once I fully check out the changes to ecumenopoli, I'll be updating it. Considering what I know of the update, I may merge my two ecumenopoli mods into one, but I'll post more about that if so.
RedRapture 6 May @ 6:36pm 
I hope this mod will be updated. Right now, I don't think it and the rural districts mod will function correctly.
Vhodnoylogin 6 May @ 7:22am 
Does it abandoned after 4.0?
TheTrapMaker250  [author] 9 Nov, 2024 @ 11:07am 
Updated the mod to 3.14.* and fixed the virtuality bug.

Batsch, I was unable to replicate the issue you were having and load order didn't seem to affect it. Two things that might help are to validate your game files and/or disable all mods except UI Overhaul and this one then (if it works) re-add mods until you find the issue. If you have a large mod list, dividing it into chunks can help to speed up the process.
TheTrapMaker250  [author] 9 Nov, 2024 @ 9:33am 
Hey all, sorry for the late replies.

Ahmet, thanks for the virtuality bug report and code, I'll work on including that in the coming update. I'll also relook into adding the extra trader job for mercantile traditions, however I wanted to keep some distinction between ring worlds/ecumenopoli and didn't want to overscale trade ecumenopoli since they are already decently strong. As for the spread of clerk/trader jobs, I settled on 2 clerks and 4 traders since I felt ecumenopoli should be more specialist focused while my friend was suggesting putting some clerks in for their trade buff. I'll probably keep it as is for this update, but if enough people request the change, I'll change it.

Sceafa, yes there will be an update for 3.14 but I believe it should work just fine.

Batsch, thanks for letting me know, I'll look into that. To ensure it's not a compatibility issue, did you have any other mods installed?
Batsch the Great 6 Nov, 2024 @ 7:32am 
I have UI Overhaul Dynamic enabled and still cant see the new districts for research etc. The other rural ecumenopolis mod works perfect.

is there a special loadorder or something to enable the new districts ??
Sceafa 31 Oct, 2024 @ 4:56am 
Will there be an update for 3.14.1?
Ahmet 30 Sep, 2024 @ 2:37pm 
#Jobs from Virtuality ascension

triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
has_active_tradition = tr_virtuality_4
}
}
job_researcher_add = 3
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_machine_empire = yes
has_active_tradition = tr_virtuality_4
}
}
job_calculator_add = 3
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = {
has_active_tradition = tr_mercantile_commercial_enterprise
}
}
modifier = {
job_trader_add = 2
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_virtuality_4 }
}
modifier = {
job_clerk_add = 4
}
}
Ahmet 30 Sep, 2024 @ 2:36pm 
Thnaks for this mod, i have found 3 issues:
1- virtuality doest give more jobs for trade and research districts
2- mercantile tradition Commercial Enterprise doesnt give more trader jobs(in ringworld district, it does)
3- trade district should give 4 clerk and 2 trader. it is better for virtuality.(in ringworlds it is 6 clerk 2 trader)
TheTrapMaker250  [author] 24 Sep, 2024 @ 12:55pm 
Good idea, it's added.
Eshminima 24 Sep, 2024 @ 5:50am 
You might want to put the requirements in the actual requirements section of steam instead of the description
Ignat001 18 May, 2024 @ 1:37pm 
Isn't 4 traders per district too much?! I guess it should be 5 clercs and 1 trader: this way it seems more balanced
Baka Racker 13 Mar, 2024 @ 2:27pm 
Wow, don't I feel special! Thanks for the new mod, it's much appreciated. :D
TheTrapMaker250  [author] 13 Mar, 2024 @ 2:17pm 
Thanks! I don't know of any other mods that re-add the basic resource districts so I made one similar to this one which does that. It's called Rural Ecumenopolis Districts .
Baka Racker 12 Mar, 2024 @ 6:29pm 
This looks great! By chance, do you know if there are any mods that add back in the basic resource districts?
Melkorian 11 Mar, 2024 @ 7:15pm 
Amazing thank you @TheTrapMaker250 XD
恶龙维尔 11 Mar, 2024 @ 7:19am 
nice work.
TheTrapMaker250  [author] 9 Mar, 2024 @ 11:39pm 
I've added in-built compatibility for PD (+ More Arcologies) and Real Space New Arcologies.
TheTrapMaker250  [author] 9 Mar, 2024 @ 2:32pm 
@Melkorian I haven't tested for compatibility with PD Arcologies or Real Space yet, but I'll try to get to that this weekend and see if I can't get an update out.
Lava 9 Mar, 2024 @ 8:32am 
I dont think it does
Melkorian 8 Mar, 2024 @ 8:30pm 
does this work with PD arcologies/real space?