Stellaris

Stellaris

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Hybrid Colony Designations
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2.707 MB
3 Jul @ 6:51am
30 Aug @ 5:00pm
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Hybrid Colony Designations

Description
Forge new planetary identities with hybrid economic specializations!

This mod introduces custom colony designations that blend vanilla resource focuses into unique and efficient dual-role settlements.

HCD v2.6.1 - For Stellaris v4.0.23

Features
  • 15 new hybrid designation archetypes + 28 thematic variants, including:
    • Energy + Minerals + Food - Rural World, back from the dead
    • Research + Unity - Similar to the "Archive" district specialization
    • Basic Resources + Unity - One for each basic resource. Production and community.
    • Basic Resources + Trade - One for each basic resource. Production and logistics.
    • Minerals + Advanced Resources - One for each advanced resource. Vertical mining and manufacturing.
    • Focused Research + Basic Resources - One for each matched pair, like the "research support" districts
    • Build Speed + Resettlement Pull + Amenities - A transitional designation for new colonies
    • ...and more!
  • Twice the bonuses at half the potency for balanced but versatile colony roles
  • Fully localized for: English, Español, português (Europeu), português brasileiro, Українська, Русский, 简体中文, Français, Deutsch, and Polski
  • Works fine with a mid-game install. At least for me.
  • Designed for compatibility and immersion in a vanilla+ setting

Still want more? Maybe HCDX, the companion mod, has what you're looking for.

Why Use Hybrid Designations?
In the early stages of the game, full planetary specialization isn’t always realistic. You’re often working with whatever bonuses the galaxy throws at you you - sometimes a mix of mineral output, trade boosts, and scattered deposits that don’t neatly align with a single designation.

Hybrid designations are made for those kinds of worlds. They support planets with multiple or mismatched bonuses, letting you take advantage of what's available without leaving potential on the table. Rather than forcing a strict economic identity, these designations provide flexibility and meaningful bonuses for mixed development.

They’re especially useful for empires playing tall or managing just a handful of colonies, where each planet needs to perform across multiple economic roles. Hybrid designations also make adaptation easier, allowing you to pivot as your needs evolve, whether you're scaling up mineral output, boosting unity, or responding to shifting strategic priorities. And for those with a strong RP vision, these designations can reinforce the kind of worldbuilding you have in mind.

Hybrid designations won’t solve everything, but they allow you to work with what you have and still get solid results.

Implementation Notes
  • AI empires won’t use these. That’s on purpose. Balancing for AI selection introduces more opportunities for unexpected consequences than something this niche could justify. That said, weighting for automated colony designation was implemented.
  • Does not support automated build queues*. I have not written an AI build plan for these designations. This is doable, but not currently on the project map. For now, only use this mod if you intend to manually set your build queues.
  • Return of some old friends. The "Rural World" and "Fringe Planet" designations are the same, or as close as I could manage, as the designations that were in the game before 4.x removed them. "Colonial Outpost" is as close as the current engine allows me to get to the old "Colony" designation.
  • Access limitations are inherited. Hybrid designations honor the restrictions of their vanilla parents. For example, Farming designations are unavailable to empires that don’t consume food, so the Rural World (which combines Farming along with Mining and Energy) will be restricted accordingly.
  • Bonuses are balanced. Each designation is tuned to roughly match an average of the bonuses from the vanilla designations it fuses. You're usually still better off if you can fully specialize.

* I have added experimental AI build plans for Rural and Grange. Unsupported. Seems flaky. Use at your own risk. Which has always been the case with using automated build queues.

Compatibility & Load Order
  • Not Iron Man \ Achievements Compatible - This mod alters gameplay mechanics, which is its entire point.
  • No DLC required – Designations from official DLC (like MegaCorp) will only appear if you own the corresponding content, but the mod runs cleanly either way.
  • Vanilla-safe implementation – Does not overwrite any base game files. All designations are added via standalone scripted triggers, ensuring compatibility with Stellaris updates.
  • Required Mods – HCD relies heavily on the Universal Modifier Patch.
  • Load order recommendations - Place below major overhauls (like Gigastructural Engineering, ACOT, or NSC). Place above UI mods or visual tweaks - they don’t interact with designations.
  • Mod triggered effects may skip hybrids. Traditions or events from mods that reference specific designations (like how Adaptability gives technicians a bonus on Energy Designation planets) may not affect hybrid colonies unless manually patched by you or another modder. The vanilla ones, however, are baked in.

Future Plans
HCD has reached it maximum ideal size, in regard to archetypes. I want to keep it relatively slim with options that apply to the broadest player base. Going beyond 15 archetypes (in addition to the vanilla selection) would bloat the UI in ways most players would not appreciate. I will, however, continue to release new Thematic Variants (which don't increase overall designation menu item count), and I'd also like to eventually get AI build plans implemented. Bug fixes and version updates go without saying. For the players who believe that too much of a good thing is awesome, I have released a companion mod dedicated to edge cases, role-playing, and creative min-maxing. HCDX is proudly niche and will probably have a narrow appeal, but if you're hungry for a little more, well, there it is.

Hybrid Colony Designations - For Planets That Multitask Better Than You Do!

NOTICE FOR HCD 1.X UPGRADERS
HCD 2.0.0 reorganized (renamed, split, or removed) several files for maintainability. No internal IDs changed, so backwards-compatibility was retained. However, Steam doesn’t auto-delete old files. If you downloaded HCD before July 13, 2025, you may see harmless duplicate entries or error log clutter. To fix that, simply unsubscribe, and launch Stellaris to purge the old files, then re-subscribe and relaunch for a clean 2.x install.

Open Permissions
All of my mods - across all platforms and games - are released with fully open permissions. You are free to:
  • Re-use, modify, or build upon any original scripts, graphics, or concepts
  • Re-upload or redistribute them anywhere
  • Rename or reattribute them as you see fit
No need to ask, credit, or notify me. These projects are just something I do for fun, and I want others to enjoy and remix them freely.
79 Comments
JPPlayer2000 19 Sep @ 2:46pm 
Cool thanks
PlainWhiteToast  [author] 19 Sep @ 12:51pm 
@JPPlayer2000 > Well, there are no designations specifically targeting nanite worlds. These designations work like the vanilla ones: They do nothing until selected, and then they provide bonuses to the colony based upon which designation you chose. So, put another way, they affect nanite worlds pretty much the same as the vanilla designations of which they are hybrids
JPPlayer2000 18 Sep @ 8:11am 
How does this mod affect Nanite worlds?
n8 2 Sep @ 10:36am 
oh, fuck yeah, this is what i wanted
PlainWhiteToast  [author] 30 Aug @ 5:12pm 
v2.6.1 is just a maintenance update to set flags to indicate that it has been validated for game version 4.0.23.

@ZAPierZeta - Thanks! I'm just trying to make these look like they've always been there.
ZAPierZeta 30 Aug @ 3:43pm 
Amazing mod, I appreciate that it properly takes into consideration the buffs you get to plaetary designations from adaptability and the galactic community!
Anton Rabe 24 Aug @ 6:15am 
Oki doki, thanks you for answer, you have very cool mod, thanks you again
PlainWhiteToast  [author] 24 Aug @ 5:40am 
@Anton Rabe > Sorry if this is not the right place for suggestions or you don't want other people's ideas

I actually need other people's ideas for stuff like this - I don't play slavers so this would never have occurred to me. I'll look into it, but this is something that would work better on HCDX . This mod has a slightly different focus and is only adding variants of existing archetypes.

In any case, I'll see what I can do.
Anton Rabe 23 Aug @ 10:51am 
I have an idea about adding a colony type for the Planet of Slaves, which will increase the growth rate of the slave population or the efficiency of their work and auto-resettlement
Sorry if this is not the right place for suggestions or you don't want other people's ideas
PlainWhiteToast  [author] 22 Aug @ 2:00pm 
HCD v2.6.0 is now up. This version has been updated for Stellaris version 4.0.22 - several modifiers have been deprecated and had to be replaced with something less ideal. Thanks, Paradox! Also added 3 new thematic variants: Organic Sustenance Unit, Colonial Segment & Habitation Scaffold. Details in the Change Notes.