Stellaris

Stellaris

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Better Planetary Specializations and Industry
   
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Dec 9, 2018 @ 8:35am
Dec 19, 2018 @ 11:52am
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Better Planetary Specializations and Industry

In 1 collection by PyroMcDips
My mods
5 items
Description
NOTE:
Looking at the files it seems that the new vanilla specialisations are much better than even what the mod provides for natural resources like energy and minerals. The new specialisations don't seem to increase processed stuff like alloys though, so once I get a better feel for the new system by playing a bit, I'll update the mod.

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Is 2.2.2 Compatible! Now with habitat specializations!

Hi guys. This mod scales most planetary specializations (eg. 5% farmer boost to 10% farmer boost for at level 2). For Forge and Industrial worlds, it also goes up to 10% at level 2, and for Refinery worlds, it's 15% instead of 5% that goes up to 20% at level 2, as there aren't any upgrades for these resources. These specializations scale depending on the number of districts or buildings you have, increasing by 5% per level (or 2.5% in the case of urban worlds).

The habitat specializations added are: Research, Trade, Culture, Energy (For hives only because they have generator districts instead of trade districts), Forge, Industrial (Civilian) and Refinery (with a malus to pop happiness and immigration). I also allowed residential buildings to be construct on habitats since they're a little awkward without them otherwise.

I also added technologies increasing the output of all industry by 5% twice (Tier 3 and Tier 4) since other resources have similar techs and industrial resources don't.

Do let me know if you feel anything is too unbalanced or if I made a mistake somewhere. If you like it, then feel free to rate and favourite it as well!

To do:
- Possibly add unique specilizations for strategic resources (eg. Mote world or Exotic Gas world)
- Add levels for rural worlds
- Add specializations for capitals
- Buff to penal world worker production

Compatibility:
Should be compatible with anything that doesn't modify colony types and the residential buildings. The habitation specializations might work but the modifiers or weightings may conflict with another mod that also adds or changes habitat specializations.

I will update this mod as frequently as I can with different changes and suggestions.

My other mods:

Strip Mines and Power Plants
Advanced Refineries
Popular Discussions View All (1)
1
Feb 28, 2019 @ 7:05am
Bugs/Suggestions thread
PyroMcDips
35 Comments
PyroMcDips  [author] Jun 8, 2019 @ 8:48pm 
I'm not up to date completely with the new stuff/dlc, I'll check it out at some point (hopefully soonish)
scott4dges Jun 4, 2019 @ 7:29pm 
Wondering if this mod is changed/affected by the 2.3 changes for world specialization selections? Do you think these in-game systems conflict now, or do they operate differently/independently?
PyroMcDips  [author] Mar 27, 2019 @ 6:37pm 
Could look into it sometime, probably by the end of next month, and ty
TheFirstPaige Mar 26, 2019 @ 3:22am 
I like the idea of this mod. Do you think it possible to include something like this https://steamcommunity.com/sharedfiles/filedetails/?id=1657105549 or a patch or something between them? Keep up the good work.
PyroMcDips  [author] Feb 16, 2019 @ 8:21pm 
Yep for now
TomKazansky Feb 16, 2019 @ 2:18am 
Ah ha! that means , If i have upgrade to advanced Refineries , Refinery world turn in to other most point world . Am I right?
PyroMcDips  [author] Feb 15, 2019 @ 9:31pm 
Nope, because they don't count towards the points system

I think I'll add it at some point after I update this again, will have to be a submod or something though, let's see
TomKazansky Feb 15, 2019 @ 5:59pm 
Does your submod (like Strip Mines and Power Plants) affect planet specialization??
PyroMcDips  [author] Feb 12, 2019 @ 12:06pm 
It works on a point system. If you build a building or district of a certain category, say a mining district, then it adds a certain amount of points to the mining specialisation. With more of these, however, the points they add scale exponentially, so adding an energy plant to a planet with 6 mining districts won't do much because the mining points will be much higher due to having many more mining districts
Peter34 Feb 12, 2019 @ 10:10am 
The Stellaris Wiki explains how vanilla specializations are calculated. Likely this mod uses a rather similar method.