Stellaris

Stellaris

[4.0] City World Flavour
92 Comments
Them8 24 Jun @ 9:07am 
As a Hivemind getting a Ecumenopolis through a relic world event my Drones working a deep engineers are taking consumer goods feels like a bug.
ph34rthe1337 20 Jun @ 3:49pm 
yeah, i agree with the other guy. picking industrial is low key just deciding to permanently debuff your own planet. even if all my Ecumenopolis does is produce alloys, i still always pick economic world because the +10% trade value will actually give you something. picking industrial is just agreeing that -10 to -25% debuff being forever on the planet is okay. it basically does the opposite of specialize it for alloys or consumer goods.
minecon2 19 Jun @ 11:03am 
Not reporting a bug or crash, but just want to mention that the Industry Pollution Situation is very frustrating. I've been going back and forth for at least an ingame decade now and I just don't get anything good. There was one thing with the bacteria, but that was it. I just don't see the point.
Dunno  [author] 19 Jun @ 7:38am 
Sounds good to me! Very Judge Dredd. :)

I will fix that though, it's a bit silly. Thanks for raising it.
Graepix 19 Jun @ 6:40am 
It appears that the Dictatorial Cybervision government types affects the under city jobs. With that government, every enforcer job gives non enforcer jobs 2.5% job efficiency. Since the under city jobs produce crime, it's possible to achieve an infinite crime spiral where having more enforcers actually increases crime on the planet.
Dunno  [author] 13 Jun @ 3:56pm 
Thanks for bringing that to my attention. Again this is 4.0's fault. I'll do another pass to make sure that all jobs should be producing things, because none of this appears in the error log :(
bees 13 Jun @ 9:20am 
I'm having the same issue as MagnusGrey where the anglers and rangers aren't working the jobs provided by the lake and park districts
Naraxa 12 Jun @ 7:51am 
I second the request for gestalt events as a Hive Mind player, as like you said they don't get a lot of specific content. Now that Hive worlds and Machine Worlds are meant to be equivalent to Ecumenopoli, I could definitely see it working. Regardless, its your mod, so don't feel pressured just cause strangers in your comments section want you to lol
Dunno  [author] 5 Jun @ 3:17am 
There's a few events that should appear, but generally gestalts aren't going to get immersion-breaking events. There's not loads of gestalt-specific content though.
[Я_Я] OMG67 26 May @ 1:14pm 
Does this have machine related events? I usually play as machine gestalt, will I have speficic events or will I get the same events breaking immersion/gameplay?
Kucige 20 May @ 10:46pm 
MagnusGrey 17 May @ 4:58pm 
Found a couple more Dunno. The anglers and rangers that you get from building the lake district and park district when using the political path don't work either.
Dunno  [author] 17 May @ 3:46am 
That's a good catch thanks - it looks like the devs changed how culture workers are implemented in the code for 4.0. The old implementation is still there, but it's disabled, so that's why those jobs aren't usable. I'll change how CWF does it for the hollywood modifier so that they are actually usable.
MagnusGrey 16 May @ 11:31pm 
Hey Dunno, the ef_space_hollywood planet effect is not working right, the culture worker jobs from it do not get filled by any pops.
Dunno  [author] 16 May @ 3:24am 
The compatibility patch still works! I've updated it to 4.0, but generally it should work fine even if the launcher warns you it's a bit out of date.
victoriousdread07 (private) 15 May @ 8:15pm 
Anybody know if the patch for Planetary Diversity still works with these two updated mods?
demaniakk 14 May @ 7:35am 
@WeksteR, mod is updated)
@Davi, Mostly yes, but mod have some minor feature - "urbanization levels" for urbanistic world specialization. It's a planet modifier that give some bonuses for arcology project desision, for more information you can ask Dunno :)
Oh, and for Relic World new things you can check Relic World Flavour mod.
Davi 14 May @ 3:42am 
Is this only for ecumenopolis?
卡尔文迪斯梅特 10 May @ 12:13am 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
WeksteR 8 May @ 5:23am 
@demaniakk Ohh man, it is cool. I waiting
Dunno  [author] 1 May @ 1:35am 
@demaniakk sorry for missing your comments, sure, I'd be happy to integrate localisation. Thanks! If you can send me a link or the loc files I can add it and will credit you.
demaniakk 26 Apr @ 6:37am 
@Dunno, yo, i finished the rus localisation, can you integrate it? pls check friend request
Sparble 13 Apr @ 9:02am 
@Dunno thanks! love your mods
demaniakk 10 Apr @ 9:11am 
Hi bro, i making an russian localisation of your cool mod, and soon i can update relic world flavour to russian, can you integrate it before 4.0 patch?
Dunno  [author] 8 Apr @ 1:09am 
@Sparble, thanks! I've updated the description with a link.
@MightyShark, it does work, but the game protests loudly. I'm not happy about that implementation and will be tweaking it for 4.0
Sparble 29 Mar @ 2:01pm 
Hey, made a Compat Patch for Hyperconstructs and City World Flavour, allowing its events to appear on City Shellworlds, Ederspheres and Suprashells as well. Can send it to you in DM if you want to link it here!
MightyShark 28 Mar @ 3:34am 
I see this line in the error log for every calling of the DESTINY check ->

Trigger count_owned_pop cannot be used in this context at file: in scripted trigger ef_has_population_density at file: events/ecu_misc_events.txt line: 43 line: 1

Is that trigger actually working ??
InvIzIble 3 Mar @ 8:33am 
With some other mods origins, starting on Ecuminopolis worlds make part of starting districts disappear, presumably bcause of max districts reductions triggered by this mod's "planet modifiers"
Nilo 1 Mar @ 2:55pm 
Can we get support for more machine empire jobs (playing as rouge servitor)
also, the crossroads event seems bugged, as picking the industrial path gave no modifiers or new decisions
Mbos 22 Feb @ 10:14am 
Is it possible ot add organic pop assamebly to the urban world modifier that gets added to planets. When they reach certain pop levels.(Maybe only if going genetic ascension)
Sage 12 Jan @ 2:14am 
thx!
Dunno  [author] 11 Jan @ 7:41am 
@Sage it looks like the option to decline the upgrade wasn't being correctly saved (oops!). I've fixed that and added an option to the event to prevent the event firing for that planet again. If you update the mod it should be sorted.
Sage 11 Jan @ 4:33am 
Hey, love your mod. When Industrial Arc Project Worlds I use as Refinery Worlds grow big, the event "A True World City" keeps popping up every few years for every eligible planet. This gets really annoying. Any thought/way to disable that event? Or is there a way to do so outside of this mod?
Reference Screenshot: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405183520
Any help appreciated.
Mbos 10 Jan @ 11:16am 
Thanks for implementing it.
Dunno  [author] 10 Jan @ 2:59am 
@Mbos that's a fantastic suggestion thanks. I've added that into the mod. The event should only fire now for planets that have >50% of their districts taken by urban (city + industrial) districts.
Mbos 5 Jan @ 11:28am 
@Xyllisa meem Paradox station
That depends on wich specilisation you picked for your planet.
Mbos 5 Jan @ 11:27am 
I like the event wich allows you to turn very urban worlds into Ecumenopolises.
I have one request though can you turn if of for worlds where the combined districts between city and industry does not exceed the basic resources once's.

Picture to show why i am asking this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401399185
Feels a bit dumb that i keep getting this trigger on a world that is nothing but farms.
Vietnam 10 Dec, 2024 @ 6:25am 
10/10 mod now i can shove trillions of people in to one planet and recreate WH40K Terra
Xyllisa Meem Paradox Station 3 Dec, 2024 @ 1:12am 
How does one get the urban parks or lake district?
Markey 16 Nov, 2024 @ 3:18pm 
@Dunno It's alright, thanks for the response too. Besides that one event this mod has been a 10/10 experience, absolutely love all the new Decisions for the different ecu specializations and other events!
Dunno  [author] 16 Nov, 2024 @ 2:52pm 
I'll look into that, it's definitely not the intention to have devastation get that high. Sorry to hear that's been an issue for you
Markey 9 Nov, 2024 @ 3:01pm 
Please man tweak the corporate war events to fire less frequently. It's been going on for over 25 years and my ecu constantly shifts between 90-99% devastation with the events firing off so much that it nullifies the effects of Severe Response. Am I meant to just give up and choose hands off?
Dunno  [author] 26 Aug, 2024 @ 4:52am 
It's something I'd like to do. There'll definitely be some more options for ecu specialties in a future update.
Misterwheatley #Maintaintf2 21 Aug, 2024 @ 10:48am 
Any chance of adding more than 3 choices for ecumen? Ie research, tourism, military, religion, etc.?
Excel.exe 19 Aug, 2024 @ 8:54pm 
Super cool mod, made my tall playthrough so much more interesting
Curdos 13 Aug, 2024 @ 7:28pm 
Does this do anything for Machine worlds, or just Ecumenopolis?
Dunno  [author] 31 Jul, 2024 @ 12:16pm 
Thanks for the bug reports, I've applied some fixes for each of them

@Solarshade there's supposed to be a cooldown specifically to stop that happening. Guess which event didn't have that? :steamhappy:

@LordWildMan thanks, that's a really excellent suggestion! I've implemented that now, so you shouldn't get that weird behaviour anymore.
LordWildMan 28 Jul, 2024 @ 1:28am 
Really enjoy the mod, especially for trying to play tall. I have noticed a potential incompatibility with Stellaris Evolved. When you add an arcology specialization, the harmful modifiers (crowded spacelanes, etc.) return to the planet, even when you have the proper decision enacted to remove that modifier (spacelane controllers.) Easy enough to remove the modifiers manually, but you could potentially add built-in compatibility to other mods that change the ECU type by checking to see if you have the positive deposit before adding the negative deposit. At least that is my assumption on how your coding works with arcology specializations.
Kaplan 27 Jul, 2024 @ 5:27pm 
Is the compatibility patch still relevant ?
Solarshade 25 Jul, 2024 @ 7:43pm 
Minor bug report, the playground of the elite event seems to be triggering an absurd amount, to the point that I have had it trigger three times simultaneously for the same planet at points.