Stellaris

Stellaris

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Fantastic Districts
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File Size
Posted
Updated
10.270 MB
5 Feb, 2023 @ 11:52pm
25 Jan @ 5:41am
11 Change Notes ( view )

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Fantastic Districts

Description
Overview

Are the five regular districts not enough for you? Or perhaps you're looking for variety? This mod adds not one, not two, but SEVEN new types of districts, all convertible into at least TWO more!* The seven districts added are Military, Leisure, Research, Shopping, Government, Spaceport, and Community. In addition, Military Districts allow the training of certain specialized units.

*may require certain ethics, civics, technologies, or deposits

Other features

In addition to the new districts, this mod also adds 30+ jobs to go with them and the resources borrowed from AlphaMod, such as fuels and biomass. It also adds colony designations to better help planetary specialization.

Last but not least, it adds THREE new authorities from Alphamod; theocratic, mercantile, and tribal.
Moved to Ducky's Dependency.

UPDATE
Now supports mods that add the Anthropocentric/Ecocentric and Cooperative/Competitive axes, such as Ethics and Civics, as well as More Arcologies!

Now supports the changes to new resort and prison districts.

Compatibility and requirements

Fantastic Districts REQUIRES both the latest version of AlphaAsh's Invasion and UI Overhaul Dynamic (both linked in the right-hand side of this page and must be loaded UNDER both). This mod was also made with compatibility to Planetary Diversity and WP's Planetary Deposits, but must also be loaded under it. This mod is unlikely to be compatible with any other mod that adds districts type, and would be redundant with them anyways. Below is a list of vanilla files Fantastic Districts overwrites, meaning it's unlikely** to be compatible with mods that alter:

1. Deposits (both ones from 01_planetary_deposits.txt or 02_event_planetary_deposits.txt)
2. Vanilla districts (00_urban_districts.txt and 02_rural_districts.txt)
3. Colony types (00_colony_types.txt)
4. Jobs or resources from AlphaMod

**I don't know for sure, so any help testing compatibility would be great

Credits

AlphaAsh for everything borrowed from AlphaMod, including jobs, resources, and the community district.
Hive for icons.
CorsairMarks for coding help and advice.
Ambit and the Dadinator for Planetary Defence Cannon code.

Like this mod? Please give it a thumbs up! Is there anything I can do to improve it? Let me know in the comments!

[discord.gg]

Feed the Ducc

If you like my works, please consider donating to me on Patreon, it'd support the creation of new mods and the survival of this cute little duck! >_<

[www.patreon.com]
Popular Discussions View All (1)
13
3 Aug, 2023 @ 11:44pm
Crashing
shadowwarrior132
72 Comments
TY  [author] 20 Aug @ 5:40am 
I'm actually waiting for the next update, it will have the exact feature I need to update this.
Ordis(Jace) 8 Aug @ 4:43pm 
will this be updated?
TY  [author] 22 May @ 7:15am 
I do have zone specialization in mind and you can expect some, at least for the military and research districts.
TY  [author] 22 May @ 7:09am 
I do, actually. I think my name is still RMD in the Stellaris modding server. I just finished updating my dependency. As for FD itself, I've only updated the research district and haven't even begun to test it yet.
NYAA 21 May @ 7:33pm 
if not... no worries lol
NYAA 21 May @ 7:32pm 
Hey, just wondering if you got discord, just so i can check up on the progress of this mod
TY  [author] 7 May @ 11:39pm 
Thank you for your support, I'm working on the dependency now.
Storm (Ysmir) 7 May @ 9:32am 
Great to hear, I look forward for the update.
TY  [author] 2 May @ 4:47am 
@Storm (Ysmir) This mod is severely outdated. Rest assured I fully intend on updating it after I have access to the next expansion, and I would likely build everything from the ground up just to be sure.

@TheBugMonster the issue in your second comment is very likely to be a compatibility issue. Your suggestion on the tooltip has been noted, thank you.
Storm (Ysmir) 30 Apr @ 7:14pm 
Heyo~!

Quick question, but the mod is restoring UI planet overhauls back to default.

Anyway to fix this?
Since everything else is UI overhaul, but not the planets with this mod installed