[4.3.*] More Zones (district specializations)

If you liked this item, please rate it up on Steam Workshop page.

Author: nobody

Last revision: 29 May at 01:12 UTC (1)

File size: 751.19 KB

On Steam Workshop

Description:

4.0 district specialization is the best thing that’s happened to Stellaris since 2.0. I needed more of it.

–verbose
  • Modifies habitat research district so it actually specializes.
    new zones:
  • Enforcer/Patrol Drone
    Provides only half the jobs, as Dictatorial Cybervision can get really funny with it.
  • Energy/Mineral hybrid urban support (deprecated)
  • Mineral/Food hybrid urban support (deprecated)
  • Food/Energy hybrid urban support (deprecated)
  • Energy/Mineral/Food hybrid urban support (deprecated)
  • Physics/Society hybrid research
  • Society/Engineering hybrid research
  • Engineering/Physics hybrid research
  • Elites
    Politician and all its swaps. Can only be built in city district for half the usual jobs, but doesn’t reduce district housing.
    ascension zones:
  • Telepath
    Available once Psi Corps tradition is taken. Replaces Enforcer zone, providing only quarter of the jobs.
  • Genomic Researcher
    Available as soon as Biomorphosis AP is taken. This should let you build the zone first, then build Genomic Facility building on the zone. Job numbers are loosely based on hive/machine worlds’ pop assembly zones.
    origin zones:
  • Payback
    Available once MSI is defeated one way or another. Essentially a beefed up Genomic Researcher zone. Functions like the FE clinic building, providing extra capabilities with ascension, but limited to 1 per colony on city district.
  • Starlit Citadel
    Available once you finish the origin event chain one way or another (even if someone else kills them for you). Provides standard amount of Skywatcher jobs. Also provides scaling soldier upkeep reduction, which should ease up on the jobs’ alloy consumption. Limited to 1 per colony on city district.
  • Prosperous Unification
    Available from start. Replaces the Archive you start with, providing 125(25/25/25/50) jobs instead of basic Archive’s 100(20/20/20/40). It’s still worse than fully specialized planets, but will let you snowball early game faster.
  • Primal Calling
    Available once you’ve met(done first contact) with all faunas in the game. Provides standard amount of appropriate wrangler jobs. You can build these on city district of anywhere, but ecus and habitats will incur food upkeep per district (to keep the "wildlife ecosystem" on your artificial colony alive).

save game

Can be added/removed at will and used to full potential, but as usual, you will lose the modded zone and all buildings on it on uninstall. The origin zones’ relevant events only serve as notification/utility and has no modded country_flags associated with them.

overrides
common/inline_scripts/jobs/habitat_researchers_add.txt zone_research_physics zone zone_research_society zone zone_research_engineering zone

These overrides were made to make habitats’ research districts actually specialize.

compatibility

I highly recommend you use this mod with UIOD Tiny Options mod (as seen in the thumbnail), as this will clutter up vanilla UI pretty quick, and zones don’t have category tabs like buildings.

Fully compatible with BPV Building Slots mod and all its submods. Ignore load order.

Once again, telepaths still need Psi Corp building to provide job efficiency bonus, similar to Covenant Sanctums, unless you’re using Restore Telepaths

If you’d like the habitat research district to specialize without having access to extra modded zones, you can use Specializing Habitat Research District mod instead.

development

use @more_zones_installed scripted variable for dynamic compatibility

git repository can be found in https://github.com/sbc-an/more_zones.git as well as the license under which it is distributed in.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.