Stellaris

Stellaris

Gestalt Ecumenopoli
21 Comments
Taylor Moon  [author] 15 Jan, 2023 @ 10:22am 
thank you
kinngrimm 15 Jan, 2023 @ 3:08am 
i have it in a game . The discriptive name seem to be the variable name. I haven't yet the ressources to try it, but i let you if it still works.
Taylor Moon  [author] 14 Jan, 2023 @ 12:27pm 
it might, i really don't know. sorry
kinngrimm 12 Jan, 2023 @ 1:42pm 
still working with 3.6?
greensniperhat 13 Oct, 2021 @ 8:30am 
for installing mods without the clunk of the launcher yes, but for publishing mods you still have to use the pdx launcher. At least that's how I found out.
Taylor Moon  [author] 13 Oct, 2021 @ 7:26am 
yeah. maybe i end up having to do that, but i also heard that there's an external steam workshop program that i can use to bypass the launcher. i'm looking into that
greensniperhat 13 Oct, 2021 @ 7:15am 
Ah, yea, that one - in my case, I just use a secondary email to register a paradox account. Had that a long time ago to post on their forums.
Taylor Moon  [author] 13 Oct, 2021 @ 7:08am 
hi everyone. mod works fine, just updated the descriptor.

unfortunately, it seems paradox is requiring modders to create a paradox account just to update mods on steam workshop. this means i cannot update the mod

until a more permanent solution can be found, feel free to continue using the current version and ignore the version warning. and please send paradox feedback about this
Taylor Moon  [author] 8 Oct, 2021 @ 3:45am 
yep, i do intend to update. it should probably work fine, but i will test it first before updating the descriptor. i'll try and do it in the next week or two
greensniperhat 8 Oct, 2021 @ 3:28am 
Update for 3.1.*/Lem?
I Darkstar X 23 Sep, 2021 @ 12:55pm 
Nice thumbnail. Very indicative of the mod XD

The hive thanks you for this gift, friend.
Taylor Moon  [author] 24 Apr, 2021 @ 3:31pm 
updated now. no real changes needed, just updated the descriptor and made a few small tweaks.

it's fully functional now, but i may need to make balance changes because of the addition of the industrial district -- ecumenopoli are probably still quite important for non-gestalt, but for gestalt empires the industrial district gives +2 mettalurgists, so you can mass produce alloys easily without ecumenopoli.

i definitely still want to maintain this mod, i'm waiting for my other mods to get updated then i'll play a few games and see what the situation is about balance. if it's not useful as-is, i'll create some new districts for it to keep it relevant.

by the way, the foundry arcology only gives 6 jobs now, this isn't part of the mod but it does affect it. also i found an issue where as a machine empire, it'll let you make the arcology if you previously had all district slots filled with housing/industrial but then changed them. no idea why this is, but it doesn't matter much
Dr. Nolegs 21 Apr, 2021 @ 9:26am 
This is an epic gamer moment.
Taylor Moon  [author] 21 Apr, 2021 @ 9:22am 
yes, i will update it shortly
Dr. Nolegs 20 Apr, 2021 @ 6:22pm 
Update?
Taylor Moon  [author] 24 Mar, 2021 @ 2:39pm 
hm ok. not sure what would have caused that, but glad you got it working
Kerjava 23 Mar, 2021 @ 3:14pm 
ah i figured it out it was an internaction with another mod that only does da thing with your mod loaded for what ever reason but its not an issue individualy (the mods is an organs mod that i have missplaced the name of this second.
Taylor Moon  [author] 23 Mar, 2021 @ 2:54pm 
hm, that's weird. are you sure it's this mod is causing it? i'm not sure why it would, it's well under a megabyte and most of that is the thumbnail
Kerjava 18 Mar, 2021 @ 2:13pm 
soo for some reason when i load your mod... it makes stellaris eat all 32gb of my ram at the lading screen of 89% id love to help you figure out why
Taylor Moon  [author] 27 Feb, 2021 @ 9:21pm 
yep, currently the districts will give the equivalent jobs for normal empires if they acquire them. so it will make culture worker jobs. this is also true of the vanilla districts the other way around, even hive minds can get artisan drones even though they have no use for consumer goods, which is interesting

i do like the idea of giving research jobs instead though, i will see if i can add that in the future. thanks for the idea
greensniperhat 27 Feb, 2021 @ 8:34pm 
Hmm, maybe make the Research Arcology district a normal researcher job for normal empires too, that way when the ecumenopolis changes hands it won't be weird seeing gestalt jobs manned by non-gestalt pops. Same as the other districts? Maybe the Synapse Arcology could have Synapse Interfacer for the non-gestalt version, that instead gives research points (since they're studying the leftover synapse infrastructure or something).