Stellaris

Stellaris

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Mastery of Districts
   
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Dec 13, 2018 @ 7:15am
Mar 29, 2019 @ 7:27pm
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Mastery of Districts

In 1 collection by Vaeringjar
Vaeringjar's Mods
10 items
Description
Mod version: 3.0.2 for Stellaris 2.2.* / 2.3 compatible

With this update the approach of the mod has changed considerably, in fact, it's basically a new mod. See "Compatibility" section bellow for info regarding the previous version, which can be found here.

Different types of development projects are added: at the surface [S] of a planet, in low-orbit [O] and underground [U], as well as developments for habitats [H] and ringworlds [R]. There are 3 new technolonies, required for each main development type, while some vanilla techs are required to unlock specific projects within each type. Projects are built through decisions.

Details:

The amount of projects that can be built depend upon the size of a planet and on Ascension Perks. Some projects may only be built once per planet, notably all surface [S] ones. Planets size 6-10 can build 2 orbital [O] projects and 1 underground [U] project, each increased by one at sizes 11-15, 16-20 and 21-25, for a maximum of 5 [O] and 4 [U] before Ascension Perk bonuses. Habitats [H] can build 3 projects, and both Habitats [H] and ringworlds [R] can be expanded twice, this also before Ascension Perk bonuses.

Ascension perks reduce the cost of a type of development, and increase the limit of such projects that can be built on a planet or habitated structure.

Mastery of Nature affects underground projects [U], reducing cost and increasing the limit by 1.
Voidborne affects orbital projects [O], reducing cost and increasing the limit by 2.
Master Builders affects habitats [H] and ringworlds [R], reducing cost and increasing the limit of expansion projects. Increases [H] project limit by 1.

The AI should be able of using the mod, though it requires further testing. AI weights makes use of Glavius's AI to know what kind of focus an AI planet has, still works without it though.

Localisation:

English (Default)
Russian (v3.0.1) by resident-tt; ported from: !Rtt Russian Localization

Compatibility:

Vanilla files modified: None.
Overwrites: None.
Incompatible mods: None known.
Savegame: Safe to add mid-game, unsafe to remove mid-game.
Ironman: No iron here, only alloys.

Notes on compatibility with previous version: v3 maintains backwards compatibility, meaning the update won't break saves. Both versions are compatible with each other, if you're crazy enough to break immersion. If you prefer the previous version, or want to finish a playthrough with it, it has received a tiny update and can be found here.

Requirements:
~Utility: clear_deposits Replacement

Recommended:
Clean Rare-Feature Frame: Images will just look much better without all that dirt.
Glavius's AI: AI weights in this mod can make use of it to know what kind of focus an AI planet has.


Credits & Acknowledgments:

For full list, refer to "Credits & Acknowledgments" disscussion.
Popular Discussions View All (3)
25
Nov 13, 2023 @ 10:40am
PINNED: Bugs & Fixes & Feedback
Vaeringjar
1
Dec 8, 2021 @ 4:34pm
PINNED: v3: Tech requirements
Vaeringjar
0
Feb 10, 2019 @ 6:21pm
PINNED: Credits & Acknowledgements
Vaeringjar
357 Comments
Parciwel Oct 20, 2023 @ 2:19pm 
Hi, quick fix, the subterranian prospector job is uncapped. By "is_capped_by_modifier" is a no, while there should be a yes. This is making it impossible to start a game, since this job sucks up all labourers.
FebHare Apr 7, 2023 @ 5:45am 
Hello, I updated my JP localize patch with modernization to Stellaris 3.7. It solved errors and works without Japanese language setting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1988454615
CTH2004 Mar 19, 2023 @ 2:42pm 
just tested it.

At least in "creative mode" (debug meneu, max rescourses, ect), it works!
Vaeringjar  [author] Mar 17, 2023 @ 6:55am 
Unless the engine or mechanics have changed then I guess it should work, but idk if it's balanced after so long.
The Noob Mar 16, 2023 @ 12:43pm 
Are this version compatible with patch 3.7 "Canis Minor"?
Vaeringjar  [author] Aug 18, 2022 @ 2:41pm 
I'd be fine with people making their own version of it, not exactly "take over" but yes

Plus maybe they'd have some good ideas I can add into the update. I'll be modding again eventually, kinda want to make my own overhaul of the game as well
CaptainBadger Aug 18, 2022 @ 2:17pm 
Not the answer I wanted, but I can respect it all the same.

Would it be permissible for someone to take over and continue the mod if you find yourself unwilling to update it?
CTH2004 Aug 18, 2022 @ 6:08am 
fair enough (:
Vaeringjar  [author] Aug 17, 2022 @ 4:46pm 
it will eventually be updated

...it'll just have to wait until I feel like playing the game again ¯\_(ツ)_/¯
CaptainBadger Aug 17, 2022 @ 3:20pm 
I, too, would love to know as I consider this mod part of the base game in many ways.