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Thank you for quick answer.
Though tooltip says +3 building slots, I am figuring it is a rather small issue, as long as you have 4 building slots.
On housing and facility districts, I keep them as districts, at least now. On Stellaris 4.0, I am feeling I like to have more building slots.
Do you mean just focusing on having it add more District specialization slots? If so, then I am all for it, with the 4.0 planet changes that seems to be what most Building slot related mods need to adjust to.
I plan to change combine districts to district specialisations, and changed Unity combine districts to district specialisations.
How you feel about it? Other combine districts should be changed to district specialisations? Should remain as district? Should housing and facility districts be changed?
Sorry bout that, i had found the issue a bit back and forgot to respond that it was resolved when i took out conflicting mods and adjusted my load order a bit
Do your planets have "ED District Manager" deposit?
This deposit is the feature add these district slots. And it is added to the homeworld, on Jan 21 2200. it might take a few days to actually displayed districts have slots.
but the districts tell me, that the planet support 0 of these Districts
do i have to research something first?
i have a spaceport in my system and also the mastery of nature
But to be honest, I feel Anomaly Research Complex district has outlived it role. If you want to prioritize physics research on Stellaris 4.0. you can use physics buildings and physics district specialisations. The same applies to other districts.
So I might remove these research districts, rather than fix them.
Thank you for report.
1: about district specialisation, I found vanilla districts (like mine) don't have their specialisation.
2: about new jobs, I found scrap miner (and gestalt variant) doesn't have category. These jobs are swapped from miner now, not independent jobs.
3: about PD compatch, it is not required no longer.
I fixed issue #1 and #2. Please retry without PD compatch!
I added a scripted variable for mod detection, but different name (@is_ED_enabled).
I am using is_ED_enabled scripted trigger already (it returns TRUE always), so I use same name for better consistency.
Can you please add a scripted variable for compatibility? @has_ed_mod = 1
Thanks!
Actually, these depleting only reduce max district of that type of district, not overall max district. If you have 3 Hunting Districts and new max district slots of Hunting Districts became 2, 1 (exceeded the upper limit) Hunting District will be converted Farming District. If new number of Farming Districts exceeded the upper limit, the extra Farming District will be destroyed, so overall max district slot will be opened.
I am considering about a nerf on Shelter's habitability bonus.
Current: each job provides 360 score and Max bonus is +30%.
Plan 1: bonus will be 2 / 3. In other words, each job provides 240 score and Max bonus is +20%.
Plan 2: only the basic score will be halved. In other words, each job provides only 180 score but Max bonus remains +30%.
Is it will be more balanced? Or should I nerfed more (or less)?
> The result (Max at 30) will be Habitability, Species Minimum Habitability.
If a planet has 1 Maintenance Worker and there are 5 Pops, the bonus (1 * 360 / 5 = 72) will be capped at 30%.
> And if there are any Species Habitability Cap penalties, it will be canceled out.
Some feature decrease Species Habitability Cap from 100%. Shelters can cancel out it.
> "Shelter" (for non-Exterminator, requires less-100% Habitability for some species (excludes purged, assimilated and presapient ones), gives some housing and Shelter Maintenance Worker (or Drone) job.
Some species can't dwell in shelters or don't need them. Only when the planet has pops of shelter-eligible species, shelter will be unlocked. Exterminators can't have these species, so can't have at all.
> Each job provides 360 score, and divide the sum by number of Pops (excludes purged, assimilated and presapient ones) on the planet.
In basic case, each Each job provides 360 score and this score is divided by number of Pops. The result will be Habitability and Species Minimum Habitability bonus.
If a planet has 2 Maintenance Workers and there are 30 Pops, this planet will have 24% (2 * 360 / 30) Habitability Bonus and Species Minimum Habitability Bonus.
"Shelter" (for non-Exterminator, requires less-100% Habitability for some species (excludes purged, assimilated and presapient ones), gives some housing and Shelter Maintenance Worker (or Drone) job. Each job provides 360 score, and divide the sum by number of Pops (excludes purged, assimilated and presapient ones) on the planet. The result (Max at 30) will be Habitability, Species Minimum Habitability. And if there are any Species Habitability Cap penalties, it will be canceled out.
In vanilla, a planet with size 16 has 16 district slots (NUM_DISTRICTS_FROM_PLANET_SIZE = 1. 16 * 1 = 16).
On ED, this planet has 24 district slots (NUM_DISTRICTS_FROM_PLANET_SIZE = 1.5. 16 * 1.5 = 24).
This issue was reported already.
Stellaris - v3.10.1 (9758) Starbase Modules and Buildings not applying triggered station modifiers
https://forum.paradoxplaza.com/forum/threads/stellaris-v3-10-1-9758-starbase-modules-and-buildings-not-applying-triggered-station-modifiers.1612367/
ED without UIOD does work, but some districts will be hidden.
I must wait UIOD update, I think.
Thank you for report. I'll fix it.
district_ED_aquatic_city_desc:0 "[GetED_district_aquatic_housing] Districts, built under ocean or massive lakes. Not drained water, It is not drained, making it comfortable for $trait_aquatic$ species but uninhabitable for others.\n\nNote: Each 20 $trait_aquatic$ POPs (exclude §Y$pop_category_purge$§!, Y$pop_cat_assimilation$§! or §Y$pop_category_pre_sapients$§! $tab_species_rights_button$. And exclude POP with §Y$job_servant$§!, §Y$job_livestock$§!, §Y$job_livestock_zoo_animal$§! or §Y$job_livestock_zoo_beast$§! job also), 1 district slot is unlocked (Max at a quarter or $@ED_shelter_bonus_max|Y*0$, rounded down)."
The error is this _____Y$pop_cat_assimilation$§!_____ !!!!
but it has to be §Y$pop_cat_assimilation$§!
I understand so?!
I love the realism that Real Space mods provides and the touch they have given to the planets with New Frontiers.