Building-capacity interactive model

Live model of per-planet district & building capacity vs planet size. Editable fields are vanilla v4.4.3 by default; change them to model your mod's parameters. Pick a progression state to apply the mod's two levers: the district-cap penalty F (charts the district loss) and the size-banded building-slot blockers. The vanilla bars stay locked to the shipped v4.4.3 values and never move — only the modded bars follow your edits and the selected state. Building slots are split by zone type (main / special / mining / generator / agriculture).

Planet class district chart = average of the real planets of this class in the Delta_distar save
Progression state drives both charts: districts via the F multiplier, building slots via blockers
Hide columns (all charts) check to drop that column (or group) from every chart that draws it

Per size: district capacity by type

For the selected class and progression state, each size shows five thin bars side by side, averaged over the real planets of that size: City, Mining, Generator, Agriculture — each at its own vanilla max — plus a Total bar for the shared district pool. Every vanilla magnitude is read from the v4.4.3 files, not hand-typed. Each rural max sums the planet's real district_<type>_max_add from deposits and modifiers (rich mountain +3 mining, lush planet +4 farming…); a per-type reducer (mineral-poor −3 mining, bleak planet −4 farming) rides that bar as a purple cap (permanent, not clearable).

The Total bar is the planet's full district pool, split into four stacked layers by how each district is gained or lost. Top→bottom: mod-removed, permanent (purple) — the residual the mod still denies at Tier 3, a permanent floor; mod-removed, recovered by Tier 3 (orange) — districts the mod withholds at the current tier (T0/T1/T2) but hands back once you reach Tier 3; behind clearable vanilla blockers (maroon) — districts you unlock by clearing vanilla blockers and deposits; and available now (grey) — everything that remains, buildable immediately. The four sum to the clean pool, so the bar height stays fixed — raising the progression state moves volume out of the orange layer into the lower two (the purple floor stays). Vanilla has no permanent district remover, so nothing is shown for that. The four individual rural maxes drawn beside it deliberately sum past the cap — one shared pool can't fill them all at once. Hover a bar for the numbers.

Building Slots - Typical Planet

Planets per size (this class)