Stellaris

Stellaris

32 ratings
Ecumenopolis Origin
   
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29 Nov, 2021 @ 2:09pm
11 May @ 12:43pm
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Ecumenopolis Origin

In 5 collections by Skogen
Skogen's Small Playset
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Something 5: That looks like a wasp hive
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I don't know whats going on here
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Skogen's Mods
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Description
Updated to 4.0

Simply start on an Ecumenopolis with a few resources to maintain it and it's initial population. Is it balanced? NOPE!

After starting a new game with the origin you have to wait 1 in-game day for the planet to be turned into an Ecumenopolis.As off mod version 1.11, this is no longer the case. (Except in very niche circumstances.)

Also adds a civic with the same effect as the origin, this makes it possible to get the effects of the origin combined with another origin.

29 Comments
captain403 23 Jun @ 8:16pm 
If RNG hates you, you can end with an extremely unbalanced economy, with no way to fix it.
Starts fine, but other than mining, you have no way to generate energy or minerals. the 1st 19 planets I discovered were no use to me, because they all had hab of 20 or less. I was buying the max sustainable energy and minerals, but eventually hit a wall. I couldn't move my fleet without bankrupting myself.

Starts out way op, but by the time you realise it's not sustainable, it you don't have alternative sources, your dead in the water.
captain403 18 Jun @ 8:40pm 
Never mind. It really is so OP you can get it cleared very rapidly.
captain403 18 Jun @ 7:50pm 
Might want to separate the ruined arcologies in to 12 separate blockers. ATM you need 4800 energy to clear them, and then it takes 5 years.
wancar 14 May @ 12:13pm 
@skogen Sorry, I forgot. I just know I played a random empire, it wasn't even your origin but yours was the only mod I loaded.

I randomly tried again. Got a Ring World origin, Fanatic Egalitarian, Militaristic, Democracy (Military Commissariat). Economy was ok this time.

Tried again but didn't randomized:
-Vulcan humanoid civilization;
-Ecumenopolis origin;
-Authoritarian, Spiritualist, Xenophile;
-Dictatorial (Elective Monarchy);

Problems found:
- Nothing. Economy is good (low food monthly surplus, which is expected anyways on an Ecumenopolis). No blank boxes getting in the middle.

I dunno what changed. No problems found now, wether I chose Ecumenopolis origin or left everything to RNGeesus.

Deeply sorry for wasting your time.
Skogen  [author] 14 May @ 10:45am 
@wancar
What type of empire did you play, and did you wait a month to see if the food deficit corrected itself? Some of the bonus resources you get from the Arcane Generator deposit don't apply to the production values in the top-bar untill its had the opportunity to refresh once.
wancar 14 May @ 10:37am 
Hi @Skogen!!
I started random game. All current DLC's, current 4.0 version, ONLY this mod:
- Economy's a bit off: Food counter has deficit (it's red). All I can think is the new pop system (?).

This seems to happen to at least a few origin mod. I wouldn't be surprised if they all are affected.

I know an EXCEPTION to this economic problem: "Ancient Juggernaut Origin".

On the PLUS side, your mod does NOT pause itself everyday, popping an empty box. Which means your last update DID fix stuff :)

Kudos for that. But if u could fix the ingame economy, you'll surely be a candidate for the Blorgbel Economy Prize!! Which I just made up, sadly.

Something like Blorgbel Prizes would be a nice Galactic Community RP thing, am I rite? "And we give this War prize to the Dalek ambassador, for his people's achivements in Extermination Theory!!".

Thanks for this mod.
Maximusslviv 13 May @ 3:17pm 
Thanks!
Skogen  [author] 7 May @ 12:11pm 
Mod is now updated to 4.0!

Decided to check how much i would actually need to do to update the mod, turns out it was a lot less effort than initially expected.
Janlitschka 7 May @ 2:12am 
Thank you!
Skogen  [author] 6 May @ 10:46am 
@Janlitschka It's not going to work for 4.0, and i'm waiting for 4.0 to become a bit more stable than it is right now before i update my mods, so its going to take a little while before this one gets updated.