Stellaris

Stellaris

Extra Districts
FebHare  [developer] 11 Apr, 2022 @ 3:30am
Features list
  1. Housing districts. They are unlocked by deposits (and some are borrowed from DOTB):
    • "Ascended Housing" (requires deposits) , gives huge housing like Residential Arcology (Arcology district).
    • "Shelter", it requires any pop of "Shelter-eligible" (has less-than-100% Habitability on the planet and not on-purged, on-assimilated or presapient) species.
      Shelter gives some housing and Shelter Maintenance Worker (or Drone) job. Each job provides 240 score, and divide the sum by number of Pops of Shelter-eligible species. The result (Max at 20) will be Habitability bonus and Species Minimum Habitability bonus. And if there are any Species Habitability Cap penalties, it will be canceled out. Each 12 Pops of Shelter-eligible species, 1 (rounded up) Shelter slot is unlocked. There conditions and modifiers are updated annually.
      Examples: if a planet has 2 Maintenance Workers and there are 30 Pops, this planet will have 16% (2 * 240 / 30) Bonus. If 2 of this planet's 30 Pop have 100% habitability, the bonus will be 17.14% (2 * 240 / 28). If a planet has 1 Maintenance Worker and there are 5 Pops, the bonus (1 * 240 / 5 = 48) will be capped at 20%.
    • "Undersurface City" (requires "Mastery of Nature" Decision), gives a district slot back, so take no slot in effect. And has Shelter feature also.
    • "Thrall barn" (requires Thrall colony), It has more housing but makes slaves unhappy (temporary disabled).
    • "Aquatic Housing", it requires Ocean, non-resort and non-thrall planets and any pop of "Aquatic Housing-eligible" (has Aquatic or Waterproof trait and not on-purged, on-assimilated, presapient, being-livestock or Bio-Trophy) species.
      Each 20 Pops of Aquatic Housing-eligible species, 1 (rounded down) Aquatic Housing slot is unlocked. And Aquatic Housing gives 1 total district slot back, so take no slot in effect. There conditions and modifiers are updated annually.
  2. Basic resource districts. They They are unlocked by deposits:
    • "Wind Park" (borrowed from DOTB), produces fewer job slots, but its job produces more energy.
    • "Geothermal Power Plant" (borrowed from DOTB). Its job produces small amount of Minerals also.
    • "Tidal Generator" (borrowed from DOTB), gives a district slot back, so take no slot in effect.
    • "Fuel-based Generator", it provides more job slots, but its cap will be reduced over decades. More districts, sooner deplete (for each 50 district-years).
    • "Unsecure Mine" (borrowed but improved, I think), produces more job slots, but those miners are unhappy.
    • "Rare Mineral Mine", it provides more job slots, but its cap will be reduced over decades. More districts, sooner deplete (for each 50 district-years).
    • "Planetary Alloys Mine", it provides Scrap Miner (or gestalt equivalent) job slot.
    • "Hunting Area", it provides more job slots, but its cap will be reduced over decades. More districts, sooner deplete (for each 50 district-years).

  3. Advanced resource districts. They are unlocked by deposits (and all are borrowed from DOTB):
    • "Chemical Refinery", produces Mote Harvester (or gestalt equivalent) job slot.
    • "Gas Extraction Facility", produces Gas Extractor (or gestalt equivalent) job slot.
    • "Crystal Mine", produces Crystal Miner (or gestalt equivalent) job slot.
    • "Nature Reserve", produces "Xenobiologist" (or gestalt equivalent) job slot. These job produces society research.
    • "Anomaly Research Complex", produces "Anomaly Researcher" (or gestalt equivalent) job slot. These job produces physics research.
    • "Crustal observation District", produces "Xenogeologist" (or gestalt equivalent) job slot. These job produces engineering research.
    • "Archeology District", has Archaeo-engineer (or gestalt equivalent) job slot.

  4. Habitat Districts. They are unlocked by deposits (and most are borrowed from the DOTB but improved, I think):
    • "Orbital Alloy Mine", provides Scrap Miner (or gestalt equivalent) job slot.
    • "Orbital Dark Matter Collecting Facility"
    • "Orbital Zro Collecting Facility"
    • "Orbital Living Metal Collecting Facility"
    • "Orbital Nanites Collecting Facility"
    • "Astral Scar Observation District"

  5. Facility districts (or "Secondary Districts" in DOTB). They are unlocked by having certain building. They can be built on Arcology, with more housing and job slots:
    • "Spaceport" (Inspired from DOTB Spaceport, unlocked by system starbase and regular empire. Spaceports give "Interstellar Patrol" job slot. The job give some Naval Cap and 3 Trade Protection. And if the starbase has "Civil Transportation Hub" or "Trade Route Patrolling Hub" starbase building, the feature will be replaced.
    • "Schools of Elevation" (unlocked by Elevation Chamber building), produces Necrophyte job slot.
    • "Dread District" (unlocked by Reanimater Civic and Relic or Nuked planets), produces Necromancer job slot.
    • "Environment Research District" (unlocked by Coordinated Fulfillment Center building). It gives 1 "Environmentalist" job slot and 1 any "manufacture" job slot. Environmentalist will work in various way, depend on the environment. "manufacture" could be Metallurgist or Artisan (or variants, depend on planet designation and owner). If this district have more job, "manufacture" job slots will be added.
    • "Inner-system Trade districts" (unlocked by 2-or-more colonies in the system), produces 1 trader and 1 artisan (or variants) job slot. If this district have more job, artisan job slots will be added.
      Note 1 : They have 1 more Trader job slot, if the country has Commercial Enterprise Tradition.
      Note 2 :Consumer Goods job (like Artisans) slot is swapped to 1 more Trader job slot, if the country has Consumer Benefits or Trade League trade policy.

  6. District Specializations:
    • for Generator Districts:
      • "Sunbathing Garden" (for Energy-eater citizen species on the planet). They produces Technician, Bureaucrat and Entertainer (or equivalent) job slot.
    • for Mining Districts:
      • "Subterranean Garden" (for Minerals-eater citizen species on the planet). They produces Miner, Bureaucrat and Entertainer (or equivalent) job slot.
      • "Mines with Mixed Industry" (for non-Catalyst empire). They produces Metallurgist, Artisan and Miner (or equivalent) job slot.
      • "Mines with Heavy Industry" (for non-Catalyst empire). They produces Metallurgist and Miner (or equivalent) job slot.
      • "Mines with Civilian Industry" (for non-Catalyst empire). They produces Artisan and Miner (or equivalent) job slot.
    • for Farming Districts:
      • "Nature Garden" (for Food-eater citizen species on the planet). They produces Farmer, Bureaucrat and Entertainer (or equivalent) job slot.
      • "Farms with Mixed Industry" (for Catalyst empire). They produces Metallurgist, Artisan and Farmer (or equivalent) job slot.
      • "Farms with Heavy Industry" (for Catalyst empire). They produces Metallurgist and Farmer (or equivalent) job slot.
      • "Farms with Civilian Industry" (for Catalyst empire). They produces Artisan and Farmer (or equivalent) job slot.
      • "Wildlife zone" (for Primal Calling empire). They produces Wranglar and Farmer (or equivalent) job slot.
    • for Undersurface Cities:
      • "Subterranean Shelter zone". They produces Miner and "Prospector" job (or equivalent) job slot. Prospectors will find more deposits over many years.

  7. Technologies for bonus around districts:
    • "Continental-scale districts power grid" and "Global-scale districts power grid". They reduce district upkeep cost.
    • "District zoning support service" and "Centralized district zoning organization". They reduce empire size from district.
    • "District building in any topographic area" and "District building that makes the most of the topography". They reduce district build cost.
Last edited by FebHare; 18 Jun @ 5:24am