Stellaris

Stellaris

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District Buildings 2.4
   
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File Size
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184.323 KB
7 Apr, 2019 @ 10:48am
21 Oct, 2019 @ 9:51am
11 Change Notes ( view )

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District Buildings 2.4

Description
I always thougt it is quite strange that you can theoretically build the same amount of builings on a little 10 sized farming world as on a 25 sized urbanized world. The aim of this mod is to make this much harder to do so and to create a greater difference between resource production and more urbanized worlds.

Features
  • Changes the number of pops you need to unlock a building slot to 15 (from 5).
  • Districts increases the number of building slots:
    • Housing districts provide one building slot.
    • Farming, generator and mining districts provide 0.25 building slots.
    • Ringworld districts provide 10 times as many building slots.
    • Arcology housing districts provide 2 building slots.
    • Habitat housing districts provides one building slot.
    • Other habitat districts provide 0.25 building slots.
    • At every game start you can adjust the number of building slots you want to receive from districts.
    • You can toggle an option which gives you straight one building slot per district.
  • Increases the number of base building slots to 2 (from 1).
  • Adds 6 building slots to resort worlds since they don't support any districts.
  • Thrall worlds receive 50% more building slots since they don´t support any housing districts.

Compatibility
This mod changes no vanilla or other mod files and should be compatible with every other mod. But you can get wrong numbers of building slots for some new modded districts. If you find weird numbers for a mod please contact me and i try to add compatibility for this mod.

It has already inbuilt compatibility for some mods like:
District Diversity

Changes the following vanilla files:

Overrides POPS_BUILDING_SLOTS and BASE_PLANET_BUILDING_SLOTS in
00_defines.
Overrides resort_colony in
08_static_modifiers_megacorp.
14 Comments
Evaris 1 May, 2021 @ 10:28am 
Might there be an update in the future by any chance, with the 3.0 changes?
R-TEAM 16 Dec, 2019 @ 7:21am 
is the AI "aware" of this change ?
The AI build destricts and get some "build space" ... as the player ...
But "know" the AI that he need to build an town destrict to get needed build space for additional buildings?
Or is this more random happen, and the AI have here an clear disadvantage ....
Xandu  [author] 1 Sep, 2019 @ 6:11am 
I updated the mod. It offers now a new option where you will receive one building slot for every district instead of different amount of building slots for different district types. Ring worlds will receive 10 building slots for every district. These values will still be affected by the other options.
Xandu  [author] 12 Aug, 2019 @ 4:33am 
@macubus The mod adds 0.25 building slots for every district to the planet and then there are exceptions which give you more building slots. So housing districts give you 1.0 building slots. Ringworlds will receive 10 times the amount and so on. If you are using a mod that adds new districts and i have wirtten no exception for this district you will receive 0.25 building slots for building it. If this is a district you expect to provide more building slots you can contact me and i try to add an exception for it. If you want to get more building slots generally you can choose so at the beginning of the game or by typing the command "event xdb_event_game_start.1" in the console at any time.
macubus 12 Aug, 2019 @ 2:27am 
I really really love the idea of this mod but: even after playing a couple of hours i do not understand the mechanics OR one or some of my other mods breaks it. Building slots do not open when estimated. I have to wildly spam districts ithat i don´t need to provide jobs to my pops because of the change to 15 jobs per building slot. That makes me sad because, again: planet size and number of buildings (for me) should go hand in hand. Is there any other mod that adresses this topic that i can try out (to figure out if i am to stupid for this mod or my mod pack makes problems) ?
Zwerchfell 6 Aug, 2019 @ 8:43am 
thx
Xandu  [author] 6 Aug, 2019 @ 7:28am 
I was quite busy the past months but now i have updated the mod for version 2.3 and rewrote it completely. It now add planet modifiers instead of adding building slots to districts. This way it does not need to overrite any district files and should not cause any conflicts with other mod.
Zwerchfell 29 Jul, 2019 @ 11:04am 
update plz
Amberlight 10 Jun, 2019 @ 7:35am 
Is this mod going to be updated for 2.3? I assume it will not work properly with the new Ringworld districts.
APE GAMER 18 Apr, 2019 @ 10:31pm 
Maybe leave the pop number at 5, or at least lower it to 10? The need for urban districts seems like more than enough of a balance.