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malakhglitch

Rogue Servitor
6 Badges
Sep 13, 2020
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@OldEnt (actually anyone who read this thread) I was thinking of having exclusively nexus districts and adding new bio-trophy buildings and jobs. What do you think?
 
@OldEnt (actually anyone who read this thread) I was thinking of having exclusively nexus districts and adding new bio-trophy buildings and jobs. What do you think?
Might be hard on compatibility and for AI to handle. Depends on approach.
 
Yeah, I've been thinking on that since posting it. I think I will settle for setting the gas giant to have habitat districts for best compatibility and logic.
 
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Yeah, I've been thinking on that since posting it. I think I will settle for setting the gas giant to have habitat districts for best compatibility and logic.
You can attach any kind of your districts to any planet.

Say you have a district which only condition is potential = { has_planet_flag = modprefix_districtname }., or is_planet_class.

Then any planet with said flag will have these districts.

Since gas giants are not normally habitable though you'd have to overwrite that specific planet class to include colonizable = yes (otherwise can cause issue with Planetary Diversity (maybe?) and Real Space (for sure), have patches done in advance if you publish mod).

You can also create district set if you are overwriting planet class anyway (ie district_set = standard line in pc definition ) , instead of attaching it "manually".

That said, conflicts between planet class definitions are much easier to maintain than district ones.

Also, why not joining Stellaris Modding Den and checking out tutorial?
 
Oh I already created a specific planet class for it; pc_source_gas_giant. I was just debating on what district set to use. When you mentioned compatibility I decided to use habitat districts, because it made the most sense. I am part of the Discord, but haven't logged in to Discord since before the pandemic so I can focus on rl issues (have too many gaming discords).
 
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