Stellaris

Stellaris

District Overhaul 2
Forever 21 May, 2020 @ 12:40pm
Suggestions
To start with a big thank you for this mod and how well it got developed.

I want to discuss the special districts that we can build after a specific time in the game meaning the "secondary districts":
  • Local Stores
  • Spaceport
  • Workshops
  • Local Industry
  • Production Hub
  • Academy
  • University
  • Logistics Hub
  • Bureaucratic District
  • Asteroid Belt Mining
  • Universal District

As of now the research itself is very random and because of that we don't have the ability to use your special districts as much as possible.

I suggest you add more tiers to these special districts and make them free at the start of the game in a way that they don't require research. They should be weaker than your primary districts and also the vanilla districts and investing in them will only be from necessity. The balance should be in a way that they won't be stronger than the vanilla ones and they only become viable with tier2 or tier 3 in research

In terms of tier numbers, I suggest you make it so that you have 6 tiers of these districts
  • Tier 1. It's the basic one that is weaker than your normal starting districts and investing in them is just a matter of necessity. Also, if you have only tier 1 of these districts they won't eliminate each other when constructed, meaning you can build all of them on the planet. Also, these tier1 are already researched at the start of the game. In other words, this tier should be like 70-80% weaker than your already implemented tier1.
  • Tier 2. Will be required through research and they will be 2X times better & upkeep than tier 1 and again they won't eliminate each other when you build these districts, meaning you can have all of the 11 districts on one planet at the same time on tier2 or tier1.
  • Tier 3. Same as tier 2 but it will be 3X times better & upkeep than the tier1 that I just mentioned above. In other words tier 3 should be your current tier1 that you have in the mod. Again, building tier 3 on the planet won't eliminate your option to build a different tier 3 districts on the planet.
  • Tier 4. It will be 4X times better & upkeep than Tier1 that I mentioned and it can only be just one tier 4 on the whole planet. Also, this tier will start to give small amounts of housing.
  • Tier 5. It will be 5X times better & upkeep than Tier1 that I mentioned but this tier will remove all tiers on the planet itself(secondary districts) and it will be a dedicated planet towards that specific area. They will closely assemble city districts in terms of housing.
  • Tier 6. Same as 5 but just 6X times better & upkeep than Tier1. All districts on the planet will be removed (secondary, primary, and vanilla), in other words the planet will become an Ecumenopolis in that specific field with special effects if you build all the planet with those districts.
One other thing that I want to discuss is that some of your secondary districts should give different/special effects when changing tiers. For example, an Academy district at Tier 6 will give you special stuff and not just making your pops better at what they do. Here is a request from me that I would like to know exactly how your current secondary districts affect the planet and what exactly do they give when constructed. While in-game sometimes these things are unclear until you just make the district and you go in the population tab to see exactly what are the people making.


So that was everything about the tier numbers that I suggest for your secondary districts.
Regarding the primary districts that you represent in the mods, I suggest we make similar things. For example, if your planet has Nature Reserve via technology we can make the planet have tier1/2/3/4/5/6 of that Nature Reserve until the whole planet turns into an "Ecumenopolis" of Nature Reserve. In other words you just copy those districts and replace the whole planet with it.

Down below is the list of primary districts and a cost for you to research them via a special event once you find them with your research ship (except is Archeology district). The event itself will be costly:
  • Nature Reserve - Requires huge amounts of engineering/physics/society to finish
  • Tourism - Requires huge amounts of engineering/physics/society to finish
  • Gardens - Requires huge amounts of engineering/physics/society to finish
  • Eco gardens - Requires huge amounts of engineering/physics/society to finish
  • Research Complex - Requires huge amounts of engineering/physics/society to finish
  • Cloning Facility - Requires huge amounts of engineering/physics/society to finish
  • Robot Assembly - Requires huge amounts of engineering/physics/society to finish
  • Drone Lab - Requires huge amounts of engineering/physics/society to finish

After the research you will want to build them, well...it's won't be easy for these districts because in a logical sense they happen because the planet looks like that:
  • Nature Reserve - Requires terraforming with huge energy cost to make one district
  • Tourism - Requires terraforming with huge energy cost to make one district
  • Gardens - Requires terraforming with huge energy cost to make one district
  • Eco gardens - Requires terraforming with huge energy cost to make one district
As for the rest of those districts, in order to build them, you will just need lots of alloys/minerals/energy:
  • Research Complex - Requires huge amounts of energy and alloys
  • Cloning Facility - Requires huge amounts of energy and alloys
  • Robot Assembly - Requires huge amounts of energy and alloys (mandatory tier 1 for gestalt ai?)
  • Drone Lab - Requires huge amounts of energy and alloys (mandatory tier 1 for gestalt ai?)

Another thing that I want to mention is related to the "Ascendant Housing". If you find a planet with "Ascendant Housing" again you have the ability to research it and implement it on your own planets but with heavy cost. This one won't be tier-based but with a special planet edict it will replace your vanilla game city districts.

One thing that I forgot to mention. Can we please have a special district that is specialized in making buildings faster in the planet and also all other modifiers like special edicts that take time?

As of now, your mod works perfectly with my collection:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2089433274&fbclid=IwAR2xBByqVCWRrbUerlZWCV08IZ171gfm7L-KILOC9c2iV90W4WPFrcx5EUA
So please keep up the good work!
Last edited by Forever; 21 May, 2020 @ 1:14pm
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Showing 1-15 of 15 comments
RevansSchatten  [developer] 21 May, 2020 @ 1:26pm 
Thanks for the amazing feedback @Forever.

Lots and lots of very good suggestions. I guess it is time for a District Overhaul 3...

With the 2.7 update the Stellaris district mechanics have been changed a lot, so my "mod-engine" is now less effectiv for compatibilities. This will mean that I will some time in the future have to build a new engine.

As I currently haven't got that much time, I'll probably start some time at the end of june or july.

But I'll definitly incorperate a lot of your ideas, as all of your mechanics sound very interesting.
HolyFarglesnot 22 May, 2020 @ 3:43pm 
I would like to see homeworlds have the unique districts from this.
Angle 14 Jun, 2020 @ 4:55pm 
Can we have an option for greater diversity on our planets? Like, so that one planet might have multiple kinds of mine, agriculture, and generator districts. So I might find a planet with some high cost mines, some low cost mines, some hydroponic bays, some ocean farms, some tidal generators, some solar panels, etc, etc?
Forever 15 Jun, 2020 @ 3:50am 
I never make the mines in planets. I always use the minerals from space stations that I construct. I think that this is also realistic because in life, the future mining of colonized planets will make the climate change to much and it will be more cost effective/efficient to place mines in space because of the density they have (asteroids).
HadalAbyss 10 Oct, 2020 @ 5:35am 
Ban the AI from using secondary districts as from what I've seen they'll always flood their own worlds with them and ruin their economies.
Forever 10 Oct, 2020 @ 6:21am 
Or make AI smarter at using those districts :)
HadalAbyss 10 Oct, 2020 @ 4:50pm 
Originally posted by Forever:
Or make AI smarter at using those districts :)
There's no improving the AI from not flooding their planets with these districts, banning it is the only way I can see that will stop them from being stupid
Last edited by HadalAbyss; 10 Oct, 2020 @ 4:51pm
Forever 11 Oct, 2020 @ 12:47am 
Or we can make those districts like normal ones as I mentioned above :) (where all planets get them) and in order to upgrade you just need to build more of them.
BadAim 20 Oct, 2020 @ 11:39pm 
I would like the ability for the planet to keep the districts it came with after terraforming the planet. It kinda sucks that the planet reverts back to vanilla districts after terraforming. Or if you can, add a set of new districts that is relevant to the planet you terraformed into
Forever 21 Oct, 2020 @ 11:13am 
Yea...dissapearing Districts are a bit weird.
Dissapering districts are a big problem, especially in the eaarly game. How about your homeworld will have a certain amount of jobs. Like 2 farmers, techinicians, and miners. Especially useful for ai
Vanilla Gorilla 5 Feb, 2021 @ 2:56pm 
I'd like to see the ability to either manually re-roll a planet, or to be able to manually add the desired districts to a planet that spawned without it. (Ocean planet didn't spawn with an ocean farm, therefore add the ability to manually add an ocean farm) as even with console commands adding the planetary features, the desired district type doesn't show up on the UI.
Mirai 12 Feb, 2021 @ 4:52am 
I feel that you should cut out the trade value boost of the Logistics Hub District. Bacause, in my Opinion, it renders the Local Stores completely useless. There are few instances that Amenities are needed and of these few I don't need to use up my secondary district as it has much better options. And with the clerk and Trade Value boost I would only use the Logistics Hub if I wanted to build an trade planet. And In adition, the merchant makes the local stores even more useless. I would give the Local Stores an Merchant Job in addition to the 3 clerks and the Logistics Hub an Administrator Job and remove the trade value buff.
Last edited by Mirai; 12 Feb, 2021 @ 4:55am
Umbra Animo 24 Feb, 2021 @ 11:19pm 
honistly I don't have a Specific suggestion. more a improvment. this mod does not mesh well with automation at least as far as I have seen. I had a planet with wind power and it uses alloy to build. something sector stockpile can't use thus bugs me as not have enough resorces
H.E. Pennypacker 11 Apr, 2022 @ 8:27am 
I suggest an update.
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