Resurfaced
This mod adds 17 (12) new district types unlockable through technologies and added through decisions. Those decisions additionally allow for unique and powerful buildings to be built. A planet can only have one new district type at a time. Additionally, this mod adds powerful new trade policies, 4 new civics, 10 new species traits, and 1 new planet class paired with an origin.
Districts:
1. Excavation District- An improved mining district that is 3 times stronger than a normal one. Has a volatile mote upkeep cost.
2. Reactor District- An improved generator district that is 3 times stronger than a normal one. Has an exotic gas upkeep cost.
3. Plantation District- An improved agricultural district that is 3 times stronger than a normal one. Has a volatile mote upkeep cost.
4. Aquaculture District- An aquatic plantation variant.
5. Metropolis/Mega-Hive/Mega-Nexus District- An improved city/hive/nexus district that is 2 times stronger than a normal one, which reduces housing of other districts but increases the amount of jobs they have. Has an alloy upkeep if you do not have the Anti-Gravity Engineering tech. Can be upgraded into a Ecumenopolis for only a unity cost if all districts are filled.
6. Mega-Industrial District- An improved industrial district that is 2 times stronger than a normal one, you can change the planet designation to switch between alloy, consumer goods, or strategic resource production. Has an alloy upkeep if you do not have the Anti-Gravity Engineering tech. Can be upgraded into a Ecumenopolis for only a unity cost if all districts are filled. Has a strategic resource upkeep depending on the planet designation.
7. Hub District- A trade value district that provides clerk and merchant jobs, megacorps gain access to a planet designation which replaces the clerk jobs with more merchant jobs. Has a rare crystal upkeep cost. Empire limit of 1.
8. University/Processing District- A research district that provides researcher/brain drone/calculator jobs. Has a exotic gas upkeep cost. Empire limit of 1.
9. Admin/Temple/Synapse/Uplink District- A unity district that provides bureaucrat/manager/priest/synapse drone/coordinator jobs. Has a rare crystal upkeep cost. Empire limit of 1.
10. Embassy District- A unique district that provides unique jobs that increase governing ethics attraction, produce influence, and/or increase diplomatic weight. Has a rare crystal upkeep cost. Empire limit of 1.
11. Bulwark District- A defensive district that provides unique jobs that provide large amounts of defense armies and naval capacity but have a alloy upkeep. Has a volatile mote upkeep cost. Empire limit of 1.
12. Support District- A supportive district that provides unique jobs that decrease pop job upkeep. Has an exotic gas upkeep cost.
Trade Policies:
1. Scientific Investments- A research trade policy.
2. Military-Industrial Complex- A alloy trade policy.
3. Economical Propaganda- An influence trade policy.
4. Volatile Efforts- A volatile mote trade policy.
5. Crystal Focus- A rare crystal trade policy.
6. Exotic Strategies- A exotic gas trade policy.
7. Strategic Importance- A volatile mote, rare crystal, and exotic gas trade policy.
8. Materials Acquisition- A mineral trade policy.
9. Galactic Satiation- A food trade policy.
Civics:
1. (Mega-Corp) Tech Company- Gain the Scientific Investments trade policy and 1 additional research alternative.
2. (Mega-Corp) Weapons Company- Gain the Military-Industrial Complex trade policy and a unique branch office building that increases ship build speed.
3. (Machine Intelligence) Powerhouse- Generator districts provide 0.34 building slots and gain the Matter-Energy Conversion edict, which increases tech-drone energy output by 50% but increases tech-drone upkeep by 1 mineral.
4. (Hivemind) Convertors- A hivemind assimilator variant but assimilates pops into the founder species.
Traits:
1. Excavators- (cost: 6) +100% minerals from jobs
2. Collectors- (cost: 6) +100% energy from jobs, +30% amenities usage
3. Harvesters- (cost: 6) +100% food from jobs, +30% housing usage
4. Flight- (cost: 2) -10% housing usage, -10% amenities usage
5. Large- (cost: 0) +10% housing usage, +10% pop upkeep, +5% resources from workers
6. Small- (cost: 0) -10% housing usage, -10% pop upkeep, -5% resources from workers
7. Sixth Sense- (cost: 2) +1 encryption, +10% army health
8. Dull Senses- (cost: -2) -1 encryption, -10% army health
9. (Biological) Immortal- (cost: 5) Leaders are immortal, +10% pop food upkeep, +10% amenities usage
10. (Lithoid) Enerodable- (cost: 4) Leaders are immortal, +10% pop food upkeep, +10% amenities usage
Origin:
Kardashev 1- Start on a new Proto-Ecumenopolis that has unique districts: Metropolis, Mega-Foundry, Mega-Factory, Mega-Reactors, Hydroponics
Revisions:
Old revisions of this mod are available below. Click the link to download.