Stellaris

Stellaris

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Undeath Worlds
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133.028 MB
31 Oct, 2020 @ 6:24pm
4 Nov, 2024 @ 7:50pm
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Undeath Worlds

Description
Description:
The Undeath Worlds mod provides a new Ascension Perk (requires Climate Restoration) that gives you the decision to let the world be reborn as an undead world that provides a unique set of districts.

Districts:
Pyramid District: Ordinary urban district.
Monolith District: Provides 3 jobs for 1 technician, a miner, and a farmer each
Grave District: provides 3 Chronicler jobs, whether or not you have citizenship, provides 1 Necromancer/Death Cult job with their civilian skills.
Conversion District: provides 3 jobs for necrophages for necrophytes, provides 3 research jobs for everyone else.

Planet Bonuses:
10% resources from jobs.
10% less housing use.
10% population growth rate.
+10 Planet Housing.

Ring Segments:
Pyramid Segment: Normal urban segment.
Monolith Segment: Gives 30 jobs to technician, miner, and farmer at 10 each
Grave Segment: Provides 20 Summoner jobs regardless of whether you have a civilian level, provides 5 Necromancer/Death Cult jobs with their civilian skills.
Conversion Segment: Provides 20 Necrophyte jobs for Necrophages, provides 20 research jobs for everyone else.

Ring bonuses:
20% resources from jobs.
20% less housing usage.
20% population growth rate.
+20 Planet Housing.
+12 Max Buildings.

Addons:
(Patch)Undeath Worlds Purging Overwrite
Undeath Worlds + Real Space - System Scale
Undeath Worlds + UI Overhaul

When I overwrote the description I see now that I'm missing links to other mods I included pre-overwrite:
The Necrotic Plague by Flying Scorpion
The Dark Arts of Necromancy [3.2.2] by Inksitor
Currently compatibility with Necrotic Plague is broken for some reason but I'll leave the link for anyone interested in what it adds.

I accidentally overwrote the description with the one from my Necrodian Moons mod (twice now thanks to the launcher for that completely useless feature) but thankfully a Russian mod hosting site TOP-MODS RU[top-mods.ru] had the old (or at least an old) description up. I then used DeepL[www.deepl.com] to translate it back to english. So thanks to both of those sites for existing.
373 Comments
Inksitor 28 Oct, 2021 @ 8:22am 
@Cephalon Sithalo well looks like i dont need an comp patch haha, your mod works fine with mine, it will be great using undeaath wolrds + my mod that expand necromancy in the game
Cephalon Sithalo  [author] 28 Oct, 2021 @ 6:55am 
Of course by all means. Link it here when your done and I'll add it to the description :D
Inksitor 28 Oct, 2021 @ 2:47am 
Good morning, i would like to know if i can make a compability patch for my mod (The Dark Arts of Necromancy) so that my mod can work with your mod.
Cephalon Sithalo  [author] 27 Oct, 2021 @ 2:47pm 
I'll see what I can do sometime within a week probably maybe lol
Spaceception 27 Oct, 2021 @ 9:47am 
I feel like it does help the thematics personally. You have a civilization transforming all their homes to this undead world for their population, rather than leaving some planets as is just for industry. It also doesn't need to be particularly powerful, it could just be a renamed/colored industrial district.

They could have an additional effect on the planet however, with industrial related jobs. Not a new resource to manage. But I'm not sure what kind of effects would fit this world type.
Cephalon Sithalo  [author] 26 Oct, 2021 @ 6:24pm 
1/2 Your good its no problem. Idk, I considered doing something but this isnt supposed to be a production world so the idea of giving them the district doesnt fit well for me thematically.

I did however at one point (idk if its still in) give necrophytes on the world a resource output of a unique resource that you where not able to hold much of (the idea being its like decayed parts of them).
I considered having it as a form of super mineral so to speak. You would be able to unlock buildings (maybe Necropolis unique maybe not) that provided jobs similar to vanilla but with like double the output. Ex, instead of 2 minerals = 4 alloys it would be 2 SR = 6/8 alloys.
Cephalon Sithalo  [author] 26 Oct, 2021 @ 6:24pm 
2/2 Thematically it fits (maybe not logically) and would be a good supplement perhaps even having the district on the planet give the unique jobs.

But I felt it might have been a lil too complicated and I didnt wanna go through all the work to make multiple job and building icons for something that was getting to complex.

And more pops = more pain usually performance wise in this game so the idea of needing a new influx of pops to make this resource work seemed counter productive.

But I dunno, thoughts anyone? :LotusFlower:
Spaceception 26 Oct, 2021 @ 11:49am 
Consumer goods, sorry
It looks like the mechanics of your death worlds is still the same as it was when you could build as many of the factory/foundry buildings as you wanted, rather than when they introduced the industrial districts.
Cephalon Sithalo  [author] 26 Oct, 2021 @ 11:27am 
Cgs?
Spaceception 26 Oct, 2021 @ 9:19am 
Okay, I can throw my hat in, I just tried it out myself - cheating with console commands - and it seems to work. The game loaded, the perk was selectable once I breezed through a couple trees, and the planet had the districts and everything once it was terraformed.
If it's crashing, you may need to unsubscribe from all mods, and delete the mod/launcherv2_sqlite folders (where stellaris exe is). I've had to do that when mods refuse to work. Re-subscribing to mods will automatically return the folders.

On a side note, do you plan on adding a special industrial district to these planets, or are you intended to pick up arcology project as well? Because otherwise, there's little chance of you being able to maintain your cgs/alloys with just a building on each planet.