Stellaris

Stellaris

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[4.1.*] More Zones (district specializations)
   
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30 Jun @ 9:46pm
24 Sep @ 5:10pm
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[4.1.*] More Zones (district specializations)

Description
4.0 district specialization is the best thing that's happened to Stellaris since 2.0. I needed more of it.

--verbose
  • Modifies habitat research district so it actually specializes.
    new zones:
  • Enforcer/Patrol Drone
    Provides only half the jobs, as Dictatorial Cybervision can get really funny with it.
  • Energy/Mineral hybrid urban support
  • Mineral/Food hybrid urban support
  • Food/Energy hybrid urban support
  • Energy/Mineral/Food hybrid urban support
  • Physics/Society hybrid research
  • Society/Engineering hybrid research
  • Engineering/Physics hybrid research
  • Elites
    Politician and all its swaps. Can only be built in city district for half the usual jobs, but doesn't reduce district housing.
    ascension zones:
  • Telepath
    Available once Psi Corps tradition is taken. Replaces Enforcer zone, providing only quarter of the jobs.
  • Genomic Researcher
    Available as soon as Biomorphosis AP is taken. This should let you build the zone first, then build Genomic Facility building on the zone. Job numbers are loosely based on hive/machine worlds' pop assembly zones.
    origin zones:
  • Payback
    Available once MSI is defeated one way or another. Essentially a beefed up Genomic Researcher zone. Functions like the FE clinic building, providing extra capabilities with ascension, but limited to 1 per colony on city district.
  • Starlit Citadel
    Available once you finish the origin event chain one way or another (even if someone else kills them for you). Provides standard amount of Skywatcher jobs. Also provides scaling soldier upkeep reduction, which should ease up on the jobs' alloy consumption. Limited to 1 per colony on city district.
  • Prosperous Unification
    Available from start. Replaces the Archive you start with, providing 125(25/25/25/50) jobs instead of basic Archive's 100(20/20/20/40). It's still worse than fully specialized planets, but will let you snowball early game faster.
  • Primal Calling
    Available once you've met(done first contact) with all faunas in the game. Provides standard amount of appropriate wrangler jobs. You can build these on city district of anywhere, but ecus and habitats will incur food upkeep per district (to keep the "wildlife ecosystem" on your artificial colony alive).

save game
Can be added/removed at will and used to full potential, but as usual, you will lose the modded zone and all buildings on it on uninstall. The origin zones' relevant events only serve as notification/utility and has no modded country_flags associated with them.

overrides
common/inline_scripts/jobs/habitat_researchers_add.txt zone_research_physics zone zone_research_society zone zone_research_engineering zone
These overrides were made to make habitats' research districts actually specialize.

compatibility
I highly recommend you use this mod with UIOD Tiny Options mod (as seen in the thumbnail), as this will clutter up vanilla UI pretty quick, and zones don't have category tabs like buildings.

Fully compatible with BPV Building Slots mod and all its submods. Ignore load order.

Once again, telepaths still need Psi Corp building to provide job efficiency bonus, similar to Covenant Sanctums, unless you're using Restore Telepaths

If you'd like the habitat research district to specialize without having access to extra modded zones, you can use Specializing Habitat Research District mod instead.

permissions
take and modify as you see fit
11 Comments
Frogj1 30 Sep @ 7:25pm 
Thank you
nobody  [author] 30 Sep @ 12:32am 
I can't upload mods atm. Urban support zones use @BPV_compatibility_load and @BPV_ZONE_SLOT scripted variables, so those will have to be set to what you want.
For other zones, the variable is used for tooltip purposes only and will behave according to whatever the defines is set to, like rest of vanilla zones
Frogj1 29 Sep @ 8:24pm 
Well I read the comment and I knew that basic production support districts are made up to slot-less. But I still want building slots for them, for other mods I added in my playlist.:steamsad:
barackollama 27 Sep @ 2:18pm 
is this compatible with the new BPV - Better Planet View Reborn?
nobody  [author] 23 Sep @ 1:26pm 
@holden not quite, it's controlled by traditions and dlc psionics use different tradition key. I'll have to add telepath drones anyway so expect a fix by the end of the week
holden 23 Sep @ 1:35am 
It appears the psionic ascension zones no longer work with shadows of the shroud since the mind over matter perk weirdly no longer is a thing with the DLC.
nobody  [author] 14 Sep @ 12:00pm 
@[AC] Fish yes, that's the vanilla behavior
[AC] Fish 14 Sep @ 2:10am 
Is the mining/generator/farming support district supposed to be without building slots?
nobody  [author] 30 Aug @ 3:49pm 
@WMK1234 it hasn't changed and works fine with .23, unless you're talking about open beta branch