Stellaris

Stellaris

District Overhaul Test Branche Ver 3.1 Patch
 This topic has been pinned, so it's probably important
FebHare  [developer] 8 Oct, 2021 @ 2:19am
Accumulated Features List
  1. Overall:
    • "DOTB_v31_enabled_flag" global flag is set, when a game started or a savedata is loaded.
    • There is not fallback text for non-English users.
    • On 4 January 2200, each normal climate homeworlds will be given some deposits for additional districts.
    • On 6 January 2200, each non-colonized planets will be given some deposits for additional districts.
    • Planet view window is changed to accommodate more diverse districts. If you want to use other planet view mod, it should be load AFTER "DistrictOverhaulTestBranche".
    • "NUM_DISTRICTS_FROM_PLANET_SIZE" is changed to 1.5, so each planet size give 1.5 district slots. For example, a planet with size 16 has 24 (not 16) district slots.
    • "MAX_PLANET_BUILDING_SLOTS" is changed to 20.

  2. Housing Districts (City / Hive / Nexus districts and their variants):
    • "Suburban Housing Districts": without clerk job and less housing but have some amenities.
    • "Shelters": for low-habitability planets. Switched from Suburban by a planetary decision.
    • "Underground Cities": with less housing but don't fill district slot. Switched from Suburban by a planetary decision. And have some feature with "Ethics and Civics Classic 2.8" mod.
    • "Slums": for thrall planets.
    • "Ocean Housing": need special deposits but don't fill district slot.
    • "Ascended Housing": need special deposits but with much more housing.

  3. Energy Districts (Generator districts and their variants They have some feature with "Ethics and Civics Classic 2.8" mod.):
    • "Wind Parks" and "Solar Arrays": have alloys building cost, instead of minerals.
    • "Geothermal Power Plants": their jobs produce some minerals.
    • "Tidal Generators": have more job and don't fill district slot.
    • "Biomass Generator": have food upkeep, instead of energy.

  4. Mining Districts (Mining districts and their variants They have some feature with "Ethics and Civics Classic 2.8" and "Plentiful Traditions 2.8" mod.):
    • "Unstable Mines": cheap but with minor Stability penalty.
    • "Stable Mines": expensive but with minor Stability bonus.
    • "Surface Mines": even more cheap but without Stability penalty.
    • "Mountain Mines": have more job but with allows upkeep.
    • "Deep Mines": their job produce more minerals but with allows upkeep.

  5. Farming Districts (Farm districts and their variants. They have some feature with "Ethics and Civics Classic 2.8" mod.):
    • "Oasis Farms": a Farm districts variant.
    • "Nature Farms": cheap and their job produce some Unity.
    • "Ocean Farms": their job produce more food and some Social Research.
    • "Lush Cave Farms": their job produce some Unity.
    • "Fungi Farms": their job produce more food and some Social Research.

  6. Secondary Districts (Unlocked with planetary decision. Only one type is allowed):
    • "Workshops": their job reduce Consumer Goods upkeep from jobs on the planet, indirectly support researchers and other CS consumers.
    • "Universities": their job increase Specialist Output.
    • "Local Industries": Metallurgists districts. Could have Catalytic Technicians also.
    • "Production Hubs": Artisans districts. Could have Artificers also.
    • "Local Stores": trade districts.
    • "Spaceports": their job provide naval cap and armies, if fewer than soldiers.
    • "Academies": planetary army's training academies. Their job help to build armies faster.
    • "Logistics Hubs": their job increase Worker Output.
    • "Bureaucratic Districts": Bureaucrats districts.
    • "Hydroponic Bays": a Farm districts variant, with more upkeep but doesn't need deposits
    • "Entertainment Districts": Entertainers districts.
    • "Necrophage Districts": Necrophytes districts.

  7. Primary Districts (deposits-based extra districts):
    • "Chemical Industries": Mote Harvesters districts.
    • "Gas Refineries": Gas Extractors districts.
    • "Crystal Mines": Crystal Miners districts.
    • "Nature Reserves": Social researchers districts.
    • "Anomaly Research Complexes": Physics researchers districts.
    • "Scrapyard Districts": Engineering researchers districts.
    • "Tourism Districts": add Entertainers and Culture Workers, like Alien Zoos.
    • "Gardens": their job produce some Unity and Amenities.
    • "Ecogardens": a middle of gardens and farm districts.
    • "Robot Assemblies": for machine empires. Add replicators.
    • "Drone Labs": for hive empires. Add spawning drones.
    • "Cloning Facilities": for regular empires. Add growth bonus.
    • "Archeology Districts": Add research and minor artifacts.

  8. Planetunique Districts (for special planets):
    • "Relay Stations": for machine world.
    • "Planetary Shipyards": for arcologies.

  9. Habitat Districts:
    • Research Districts don't need research deposits.
    • "Orbital Alloy Mines": their job collect Alloys. These Orbital Mines can be built on vanilla habitats and PD planetary habitats
    • "Orbital Volatile Motes Mines": Gas Extractors districts. These strategic resource Mines are locked by strategic resource mining techs.
    • "Orbital Exotic Gas Mines": Gas Extractors districts.
    • "Orbital Rare Crystal Mines": Crystal Miners districts.
    • "Orbital Dark Matter Mines": their job collect Dark Matter.
    • "Orbital Zro Mines": their job collect Zro.
    • "Orbital Living Metal Mine": their job collect Living Metal.
    • "Orbital Nanites Mine": their job collect Nanites.

  10. Ringworld Districts:
    • "Neutronium Forges": (need neutron star or pulsar) their job produce Alloys.
    • "Exotic Resource Collector": their job produce Exotic Gas.
    • "Siphon Ports": their job produce Volatile Motes.
    • "Crystalization Facilities": their job produce Rare Crystal.

  11. Additional Ascension Perk:
    • "Planetary Infrastructure Development": enable 2 types of Secondary Districts.
    • "Planetary Exploitation": Unlock Underground Cities.
Last edited by FebHare; 12 Oct, 2021 @ 3:55am