Stellaris

Stellaris

Inflection Point
73 Comments
Via Noir 10 May @ 5:09am 
@Hansetron
Awesome, I will be looking forward. I just started playing my cyberpunk criminal syndicate Earth with your origin mod. Love how challenging and immersive it is. Thank you for your work!
Hansetron  [author] 7 May @ 10:36am 
@Via Noir
They have changed a LOT under the hood for 4.0, so no, this won't work. I will update this mod & starscraper to 4.0 at some point, though.
Via Noir 7 May @ 5:35am 
Thank you for this awesome mod. Do you think it will still work on 4.0.4?
Lasagna 1 Jul, 2024 @ 8:02pm 
My favourite modded Origin, surprised Paradox never made a Ecu start but it probably overlaps too much with the remnants.
Nexus of Concordia 4 Jun, 2024 @ 3:44pm 
Thanks for updating this to 3.12!
Allein 6 Dec, 2023 @ 12:39pm 
For instance, with NCS2 and a Sol start (or if you random spawn with a system with an asteroid belt) you can solve the mineral shortage using starbase buildings and hydroponics
Allein 6 Dec, 2023 @ 12:38pm 
Hey I have to say, I havent played in a while but I love the change to using a situation. It gives me more freedom to decide how exactly I want to solve the problem which is great!
Hansetron  [author] 27 Oct, 2023 @ 2:12pm 
@Fleppo It's been updated. It is intentional that you get 4 stewards rather than 3 politicians, just like a normal capital building.
Fleppo 25 Oct, 2023 @ 8:49am 
Hi. I've noticed when playing as a Worker Cooperative that the Planetary Plaza Building from one of the events gives +15% Steward Output alongside 3 Culture Workers and 3 Politicians, but no Stewards. Might it be possible to have the Building provide 3 Stewards instead of the Politicians to have it line up with both the output bonus and the vanilla game replacing all Executives/Politicians/Managers with Stewards when using the Civic?
Mr. Shadow | Folfie 1 Jan, 2023 @ 9:16am 
Hello. I love the mod, been using it ever since it came out in 2020. I just want to give you a heads-up - the pop growth rate from ecumenopolis has been nerfed in the base game and the debuff you get is still the same - meaning you get less pop growth now. I dirty fixed it for myself but not everyone is good enough at digging in mod files - maybe change it for them ;)
Hansetron  [author] 16 Dec, 2021 @ 4:37pm 
@Fetfrumos96 There is a bug report discussion on this mod. Please post an excerpt of your error log file that points to this mod. It functions normally in game for me.
Hansetron  [author] 16 Dec, 2021 @ 2:22pm 
@Fetfrumos I'll check it out
Fetfrumos96 16 Dec, 2021 @ 1:25am 
Please update your mods, the launcher swears a lot and the game crashes when I load your mods. Please, can you fix your mod, the mod does not want to work correctly in the new version 3.2
Fetfrumos96 10 Dec, 2021 @ 12:34pm 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Hansetron  [author] 18 Sep, 2021 @ 2:50pm 
@SargR it'll probably be updated today, I'm testing the changes now.
SargR 18 Sep, 2021 @ 2:36pm 
i hope it get updated
SpaceHamster 12 Sep, 2021 @ 7:43am 
Could you make a version with fortress ecumenopolis?
Scurek 28 May, 2021 @ 9:44am 
Great mod, I really like how it forces you to make due with the unconventional starting kit. If I had to make some criticism it would be that it could be more visible that a decision is required to restore the ecumenopolis, and that the planet feature you gain as a reward gives you strategic resources for one of each district. But maybe I'm just blind.
Hansetron  [author] 18 May, 2021 @ 3:53pm 
@Ellopuppet
While I understand your frustration, this is intended to be a challenging origin. It's not as big a disadvantage as one might think, though - you should be using trade value and station mining to work around the worst problem areas. (Buy what you need!) All you need to do is settle a colony; the rest will fall into place. Remember, you start with extra pops to help out! You can even move pops offworld if you need.

Are you vulnerable to early aggression? Sure. But who isn't.

In 3.0.3 beta the origin actually becomes much easier with the doubling of clerk trade value. Not sure how I feel about that. If you have a number of trade bonuses as well, that also makes things a lot easier on you.
Ellopuppet 18 May, 2021 @ 12:55pm 
yeah i love this mod but i think the debuffs get a little much i would try to go more with using blockers to counter the buffs of the Ecumenopolis, have the debuffs counter the buffs, or possibly give some technologies in the beginning because how it is it puts you at a fairly big disadvantage.i know there is the skyscraper one but i prefer the concept of this one
Hansetron  [author] 15 Apr, 2021 @ 8:24pm 
@Sjru Yes, I am working on updating this. There are a LOT of changes to go through.
Sjru 🐲 15 Apr, 2021 @ 8:09pm 
Will this be updated¿
PAL 5 Apr, 2021 @ 5:59pm 
Not trying to grammar nazi you but rather get you to rewatch a classic with subs on. Waller is one of those moves I believe is better with subs on.
PAL 5 Apr, 2021 @ 5:58pm 
@Lone_Wander

I uhh recommend you rewatch Wall-E with subs on. Because he didn't say "Frontier" he said 'Fun-tier'
Wanderer101 27 Jan, 2021 @ 10:01pm 
Too much garbage in your face? There's plenty of space out in Space! BnL Starliners leaving each day! We'll clean up the mess while you're away!

"Because at BnL, Space is the final frontier!"
- BnL CEO Shelby Forthright
Maty83 27 Dec, 2020 @ 2:03am 
Awesome mod, though there are some parts I'd like to give feedback on.
A couple things which could be improved upon.

First, what if lithoids were allowed with this start and instead got "Mineral processing centres" for the ecumenopolis, creating miner jobs? With this start your minerals never quite drop below 0, but you suffer heavily for energy.

Second: Research. Even a broken Ecumenopolis is insane for research benefits. +20% research from the get-go is the only thing that can really be overpowered about this origin (I've out-researched GA AIs within 30 years of game start without cheezing anything). Instead of the resource shortages as they are, I'd go like this: -15% to tech/alloys/CGs -> -25% -> -40% This would make it a relatively challenging origin and hammer the "Gotta expand fast" point home.

Third: Arcane Generator seems to give minerals back instead of the energy upkeep. Minor thing, but noticeable.

Great job making it
DarthImperious 11 Dec, 2020 @ 7:20am 
Hey, I wanted to come over and say good job on making a balanced Ecumenopolis start! I wasn't really sure it could be possible without ruining the fun of starting on an Ecumenopolis, but you managed to do it! If anything, I'd say it's weaker than some of the default origins (which is fine), but not weak. I only played 30 years, so it may be a bit OP once you've restored, but that's kinda the point, otherwise you'd just play Remnants.
Hansetron  [author] 2 Nov, 2020 @ 2:05pm 
@The King in Yellow
This should work in 2.8 already, but i am working on a few bugfixes for my various mods and then i will push the update.
Hyadia, The King in Yellow 2 Nov, 2020 @ 10:06am 
2.8?
MadeinCanada 17 Jun, 2020 @ 12:46am 
@hanson825 Thank you!
Hansetron  [author] 16 Jun, 2020 @ 3:07pm 
@MadeinCanada10 As long as you give me/this mod credit, feel free.
MadeinCanada 16 Jun, 2020 @ 12:39pm 
Hello, may I use some parts of this mod in my mod? Of course, I'll edit the localisation and stuff, but I found this mod is similar to an origin I'm adding in my mod. I won't use it if you don't want me to.
Thank you
KillerPiñata64 13 May, 2020 @ 1:00pm 
@hanson825 Thanks!
Hansetron  [author] 13 May, 2020 @ 12:24pm 
@KillerPinata64
They made some other changes to districts and Csus belli that I'm trying to fix in other mods, but I'm glad it seems to work okay. I'll do my best to get this updated to 2.7 so the little red warning triangles go away for you all :)
KillerPiñata64 13 May, 2020 @ 11:48am 
As far as I can tell this works with 2.7.
Maty83 23 Apr, 2020 @ 1:02am 
Thanks for the answer. I was looking for it so no AI randomly generates it and then crashes their economy. o7
Hansetron  [author] 22 Apr, 2020 @ 2:34pm 
@Maty83 It's set so that it will never randomly roll for the AI, because while the AI is capable of doing the tasks, I'm not savvy enough on AI to force them to do the special project required to end the event chain.

That's why this mod is much better for the AI:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2052764610
It's an identical setup, except they don't have to do the event chain, so they won't crash themslves. (Both of these mods are compatible with each other, you don't have to use only one.)
Maty83 22 Apr, 2020 @ 1:07pm 
Hmm. Is this one blocked off for the AI then? I wish to start a modded playthrough and I wonder if this is the same thing as Doomsday since the AI handles it poorly.
Hansetron  [author] 22 Apr, 2020 @ 12:53pm 
@Maty83 For our Artifically Intelligent friends, I recommend using my Starscraper mod. It's the "Simple Version" linked in the description of this mod. It's a more straightforward Arcology start, but the +50% growth is blocked off until antigrav engineering.
Maty83 22 Apr, 2020 @ 6:43am 
I wonder, how well does the AI handle this? I'd like to use it for a faction in a custom playthrough.
ajacksonian 15 Apr, 2020 @ 9:47am 
I always wondered what it would feel like to live on Trantor after the fall of the Galactic Empire, a few generations down the road. Once the glory planetary city of an Empire, then down to a few farmers and scavengers in the ruins after it fell.
Hansetron  [author] 14 Apr, 2020 @ 8:44pm 
@BeatrizFrance
No, it removes the penalty modifiers on the planet, and adds a special pair of planetary features - one replaces "Decrepit Urban Corridor" with "Peerless Megalopolis," which adds 5 district slots instead of takes them away. The other is the "Plentiful Stockpile," which works like the Arcane generator on the shattered ring origin - it pays the rare resource upkeep of up to 1 of each district. (You have to build the district to get the resources, that's why it doesn't show right away.)
You are also rewarded with 50 exotic gas, crystals, and motes, so you can afford exactly 1 of each district.

The two blockers that can be cleared with tech remain there, but you already have weather control systems unlocked, and Antigrav engineering is the next tech after that.
BeatrizFrance 14 Apr, 2020 @ 8:30pm 
When you rejuvenate the planet, does it stop being an ecumenopolis?
LordHighPing 10 Apr, 2020 @ 1:15pm 
capitalism moment
Txeptirea 10 Apr, 2020 @ 12:35pm 
This is such an awesome idea for an origin! It feels WAY more balanced and fun than the shattered ring.
Spirit 9 Apr, 2020 @ 6:36pm 
time to build the galactic rep ... i mean the first GALACTIC EMPIRE !
ekoparker 8 Apr, 2020 @ 4:17pm 
This is genius! I've wanted this since megacorp came out!
Allein 8 Apr, 2020 @ 3:14pm 
I mean, there is a Ringworld start so this is basically the same except you're having to expand to get food instead of minerals.
Hansetron  [author] 7 Apr, 2020 @ 11:57pm 
@Knight-16 AFAIK, yes. The Random Weight only applies to game-generated empires; you are free to override this via force spawn. I'm very close to uploading a more AI friendly variant of this mod - I'll link it in this description.