Stellaris

Stellaris

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Buildings and Districts Overhaul and Expansion
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9.565 MB
Mar 12, 2023 @ 1:56am
May 6, 2023 @ 11:41am
58 Change Notes ( view )

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Buildings and Districts Overhaul and Expansion

Description
Overview
For version 3.7.
No DLCs required, although compatible (and some modified, but not necessary for the mod to function)
UI Overhaul Dynamic is required, or else districts may not show up on the planet UI.

Attention!
The mod has undergone a bit of a restructuring. As such, it is a more important time than ever to report any suspected bugs you may encounter.


And this is very important!
You have to download the mod dependency for full functionality.

Most recent update

Integrated and overhauled Exotic Deposits and Resources.

Le Content

Features
  • Disable anything you don't like (besides civics and origins)
  • Lots of new Buildings, Districts, Jobs and Deposits
  • No more fancy deposit generation like in DO2 (or the Testbrach). Instead, deposits spawn just like in vanilla
  • New District types: Primary Districts, which give resources like motes, gases or minor artifacts if you have the right deposit
  • New District types: Secondary Districts. You can choose which district you want. These give unique jobs and powerful modifiers to your planets. Once you've chosen your desired district you can build three of it
  • Secondary Districts are unlocked through an Ascension Perk and vanilla research
  • Ways to turn your excess food into something more useful
  • Special garden worlds that give huge bonuses
  • Special resources that can be harvested and used in special buildings

New Districts

See the relevant discussion.

New Buildings

See the relevant discussion.

New Civics
  • Agricultural Cooperatives - Unlocks Communal Garden Worlds
  • Biological Industries - Unlocks Industrial Garden Worlds
  • Church of the Tree Unlocks Pale Garden Worlds and Tree Temple Building
  • Biotechnologies Conglomerate
  • Gaia Theory
These civics will be updated as I'm not satisfied with them rn.

New Resources and the associated buildings

See the relevant discussion

New Mechanics

See the relevant discussion.

Other stuff
  • An Ascension Perk to create Underground City Districts on any natural planets
  • An Ascension Perk to be able to build External Hab Stations
  • A housing policy, which buffs either city or rural districts but nerfs the other

Compat, credits, etc.

Mods with in-built compatibility:

For these you need to activate their respective edicts (Improved Districts and High Density Arcologies)
If you use the Irony Mod Manager and its custom patch, you will need to go into the conflict solver and let this mod overwrite all others

Any other mods that modifies districts, deposits or colony designations will conflict.
Mods that not modify any of those don't need compatibility patches.

Supported Languages
  • English
  • French - found here - credits to FrazierFR (this was made for DO3, so expect some missing loc)
If you do the localisation for other languages you can either upload it yourself or let me incorporate it into this mod.

Credits:

To do/Plans
  • Options to disable features you don't like done
  • Spice up the civics
  • Planetary Heat mechanic (some buildings produce heat etc, if too hot or too cold -> habitability drops)
  • Planetary Waste mechanic (although 'Ecology' already exist, so maybe not)
  • Water as a resource
  • Doing something unique with the extra designations/colony types I'm working on and reworking existing ones this will be a standalone mod
  • More districts and a lot more buildings
  • Updating 'The Belt' done
  • Updating and integrating my archive cult civic on another thought, this will be better for the other mod I'm planning
  • common/colony_automation and ai_budget
  • Compatibilities: Planetary Diversity done
  • Compatibilities: Guilli's Modifiers (you can play it, it's just that the modifiers give vanilla districts instead of the modded ones)

If you have any ideas for future content, please share them here.
If you encounter any bugs report them here.
Popular Discussions View All (7)
31
Oct 29, 2024 @ 5:40am
PINNED: Bugs
Lord and savior, DaddyGaylord
11
Feb 24, 2024 @ 3:58am
PINNED: Summary of the new districts
Lord and savior, DaddyGaylord
7
Jul 10, 2024 @ 6:39am
PINNED: Exotic Resources and their Buildings/Exotic Phenomena
Lord and savior, DaddyGaylord
157 Comments
sem.maxim Dec 27, 2024 @ 1:04am 
No, this mod not work. Special buildings (such as "Gallium Mine") not extract special resources.
Drachilein Dec 10, 2024 @ 3:13am 
does this still work?
Shatari Sep 13, 2024 @ 7:43pm 
No problem.
An update on the mining jobs: This mod basically reverts the changes from the latest update outright, from what I can tell. If I have to choose, though, I'll take the more interesting districts over easier mining any day.
Teamson Sep 13, 2024 @ 2:14pm 
@Shatari youre the MVP for keeping us posted over here!!!
Shatari Sep 13, 2024 @ 1:06pm 
For anyone wondering, this still works with 3.13. The different alternative mining jobs probably don't benefit from the new exotic resource mechanics, though.
Teamson Aug 18, 2024 @ 2:11pm 
please, we need this!
Bubulejka Jun 2, 2024 @ 10:49pm 
@atticorafasciata_Lastochka работает
atticorafasciata_Lastochka May 30, 2024 @ 2:12am 
работает на 3,12?
Ramiell Mar 14, 2024 @ 12:29am 
infrastructure districts keep appearing and replacing other districts
ChrissTheBurnedOne Jan 12, 2024 @ 6:41am 
is it on purpose that most planets don't start with industrial district?