Stellaris

Stellaris

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Ecology Mod Reborn
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6.094 MB
7 Jun, 2023 @ 2:47pm
8 Jul @ 9:03am
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Ecology Mod Reborn

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
Ecology Mod is a gameplay overhaul, originally by Metadigital, designed to bring out the environmental problems of inhabiting worlds and expanding as a galactic empire.

A list of all the features from the old mod can be found here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1603330813/3774483849444315136/

New Features:
- Garbage Worlds get Recycling Districts
- Waste buildings unlock clean-up decision, reducing devastation and mitigating effects of cosmic storms.
Popular Discussions View All (2)
1
15 Jun @ 5:12pm
Balance Discussion
eqN
1
26 Nov, 2024 @ 5:27am
"Living with the Land" agenda has no icon
Daevinski
152 Comments
Nikal 11 Jul @ 4:08am 
Question: Am I supposed to be getting a "Low Stock" warning for Waste? 🤔
miyakolily 28 Jun @ 7:22am 
Apparently if you don't Do Science for a living you may be surprised at just how much disposable stuff they go through in the process! And that's not even getting into the hazardous chemicals.
miyakolily 28 Jun @ 7:05am 
Incidentally I just read about the cancer-causing chemicals leaching from the Sterigenics Sterilization Facility in Atlanta and I feel Research Labs should probably produce more Waste than they are depicted as doing in this mod
eqN 15 Jun @ 5:19pm 
Excited for the Pops mod! I went ahead and posted some balance feedback so far in its own discussion thread to keep from flooding these comments. Hopefully it is useful!
Tovius  [author] 14 Jun @ 10:54am 
Something I'm consider once I finish updating Expanded Pops is separating ranger jobs (from ranger buildings) from park rangers (from park zones), and having park rangers be a resort worker swap.
eqN 14 Jun @ 3:58am 
Thanks so much for your reply and the most recent update! I'll keep an eye out for any bugs or balance outliers.
Tovius  [author] 13 Jun @ 11:39pm 
More work still needs to be done, so let me know what you think.
Tovius  [author] 13 Jun @ 11:39pm 
I'm still working on Expanded Pops, but I managed to squeeze in a few changes:
Added urban park decision, gives + amenities, - waste, and - housing from city districts
Park zones now require the national park tradition (unless environmentalist)
Park zones give +75 ranges and +25 waste workers, various new bonuses (both by default and from Environmentalist traditions)
Park zones can now take unity buildings
Empires may start with a waste processing building, depending on civics and origins
Tovius  [author] 13 Jun @ 8:19pm 
Thank you for letting me know
Daedwartin 13 Jun @ 5:53pm 
BTW, the substainable farming and fishing zones currently don't work.

The reason is that the OR statement in the unlock itself ALSO needs to be nested in within an Owner = { } statement as apparently that is what actually allows the planet to check who owns the planet when checking if the zone can be built.Its a pretty easy fix of 6 lines to fix all three zones.

I have confirmed that this bug occurs with only this mod running and that nesting the zone's unlock OR statement inside of an Owner statement fixes the bug.