Stellaris

Stellaris

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Mastery of Districts
   
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13 dec, 2018 @ 7:15
29 mar, 2019 @ 19:27
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Mastery of Districts

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Vaeringjar's Mods
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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.
Populära diskussioner Visa alla (3)
25
13 nov, 2023 @ 10:40
KLISTRAD: Bugs & Fixes & Feedback
Vaeringjar
1
8 dec, 2021 @ 16:34
KLISTRAD: v3: Tech requirements
Vaeringjar
0
10 feb, 2019 @ 18:21
KLISTRAD: Credits & Acknowledgements
Vaeringjar
361 kommentarer
Anthonanon 30 jan @ 10:23 
@shatari 's comment is not a steam link its probably malware or something the link isnt secure
Shatari 22 sep, 2024 @ 11:46 
With FebHare's mod this still seems to work in 3.13, link here: {LÄNK BORTTAGEN}
dmeyster 22 jul, 2024 @ 13:21 
last edited (mod) 2019...
tea lord 22 jul, 2024 @ 13:17 
hey, is this still being worked on?
Parciwel 20 okt, 2023 @ 14:19 
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 7 apr, 2023 @ 5:45 
Hello, I updated my JP localize patch with modernization to Stellaris 3.7. It solved errors and works without Japanese language setting.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1988454615
CTH2004 19 mar, 2023 @ 14:42 
just tested it.

At least in "creative mode" (debug meneu, max rescourses, ect), it works!
Vaeringjar  [skapare] 17 mar, 2023 @ 6:55 
Unless the engine or mechanics have changed then I guess it should work, but idk if it's balanced after so long.
The Noob 16 mar, 2023 @ 12:43 
Are this version compatible with patch 3.7 "Canis Minor"?
Vaeringjar  [skapare] 18 aug, 2022 @ 14:41 
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