Stellaris

Stellaris

Mastery of Districts
 This topic has been pinned, so it's probably important
Vaeringjar  [developer] Nov 10, 2019 @ 7:10am
v3: Tech requirements
Sorry for the bad documentation. v3 techs required, apart from the 3 mod-added techs:


Vertical farming district: "tech_housing_1"

Space-based farming: "tech_hydroponics"

Mining hub: "tech_space_mining_3"

Docking infrastructure: "tech_starbase_3" "tech_destroyers"

Ringworld prospecting: "tech_mine_exotic_gases" "tech_mine_rare_crystals" "tech_mine_volatile_motes" "tech_mineral_purification_2"

Subterranean industry: "tech_luxuries_1" "tech_alloys_1" "tech_mineral_purification_2"

Subterranean extraction: "tech_mine_exotic_gases" "tech_mine_rare_crystals" "tech_mine_volatile_motes" "tech_mineral_purification_2"

Planetary bunker network: "tech_global_defense_grid"

Autonomous transport network: "tech_administrative_ai"

Underground science: "tech_global_research_initiative"

Habitat/Ringworld expansion: "tech_housing_2" "tech_construction_templates"


v4 will have this information inbuilt into the decisions themselves
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jedih Dec 8, 2021 @ 4:34pm 
Hi, do I need to research all of these before the show decision will let me use the mod?

Hopefully that makes any kind of sense, I'm absolutely shattered XD
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