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Research Districts for 3.2
   
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17 апр. 2021 г. в 4:52
22 ноя. 2021 г. в 11:33
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Research Districts for 3.2

Описание
This mod does for research what the 3.0 "♥♥♥♥" update did for alloys and consumer goods. It turns the main source of researchers (and gestalt equivalents) from buildings to districts, with the former job building (research labs in this case) increasing researcher throughput (output and upkeep).

This mod adds both regular and arcology planetary research districts to the game, and as such requires UI Overhaul Dynamic or some similar mod to actually display all the districts. Research districts have the same overall stats as industrial districts (2 housing, 2 jobs, urban district for the purpose of ecumenepoli, same cost and build time) and likewise for the arcology equivalent. Habitat and ringworld science districts also get the equivalent bonuses from research labs that their vanilla counterparts do from manufacturing buildings. Research labs are now a planet-unique building.

Planet and sector automation are both fully supported.

From my testing (0.25 habitables, commodore, no guaranteeds habitable worlds), the AI is able to handle research districts, but it isn't very good at specializing worlds.

Admin and Fortress Districts for 3.0 now exists here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2470850888

If you find yourself with too many building slots to effectively use, use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2465511922
To reduce max building slots from 12 to 8.

Compatibility: This mod overwrites the capital and research colony automations, the research colony designations, the research lab building and its derivatives, the "basic" and "research" sector focuses and the science districts for ring worlds and habitats.

Also overwrites 00_common_categories with the universal economic categories patch version.

Includes built-in compatibility with Starnet AI.
Комментариев: 36
Jack Jack Attack 19 апр. 2021 г. в 11:11 
Another thing to consider, maybe follow in Claire's pattern of 3/3 for basic districts and 4/2/2 for Urban districts. https://steamcommunity.com/sharedfiles/filedetails/?id=2112120179

I also wonder whether it might be prudent to make "Urbanization" some kind of planetary decision.

* "Minimal Urbanization" = +25% basic district output, no more than 1/4 districts can be Urban
* "Mixed Urbanization" = No bonus, up to 1/2 Urban districts
* "Full Urbanization" = -25% basic district output, all districts can be Urban

New colonies default to Mixed, but with 50 Influence can be set to Minimal or Full.
SingABrightSong 19 апр. 2021 г. в 10:35 
@Raegorn @Jack Jack Attack: You know, I was considering adding a "Culture District", but I like your idea better, Going to try doing that now.
Rewasder 18 апр. 2021 г. в 17:26 
I agree with Jack, you could do this as the alloy+consumer goods district, but with science+unity. Including making the research and unity buildings incompatible.

Basically expanding upon this idea further.
Jack Jack Attack 18 апр. 2021 г. в 14:09 
Obvious good idea is obvious ;) Might I suggest changing the districts to "University" districts, that provide 1 Researcher & 1 Culture Worker instead of 2 Researchers? This creates a greater spread of production across your worlds, makes Culture Worker upgrades much more valuable on the whole, and nerfs the quite OP "Assist Research" option of Science Ships.
Guinaro 17 апр. 2021 г. в 7:26 
Yeah, was thinking of doing this myself. But for Farming, Mining and Generator Districts instead. Still in doubt about creating a new district for refineries.
SingABrightSong 17 апр. 2021 г. в 5:27 
Well this is something that I was wanting to do at one point, but seeing as you've already done it I think I'll just use yours. Looks good