Stellaris

Stellaris

Ecumenopolis Construction Situation (ECS)
96 Comments
TzarAnthony  [author] 18 Jul @ 11:12am 
Only Servitor machine Gestalts can make ecumenopoli. All the restrictions are the same as vanilla
Iam_zombie 18 Jul @ 9:12am 
it seems that as a robot that went virtual and a gesalt con i cant convert my planet to the ecumenoplis ive gotten all the research for it to where it said i had unlocked it but it does not show up as a decision so please let me know what i did wrong on it so that i can build it
Janlitschka 16 Jul @ 2:10am 
Another thing to add - the Ecumenopoli texture isnt tied to the shipsets - I think you tied it to the species?
hydra 14 Jul @ 4:35am 
@TzarAnthony Many thanks for the response this is a very nice addition you and everything you said makes perfect sense, looking forward to it :)

And yes i do that :)
TzarAnthony  [author] 13 Jul @ 7:33pm 
@Hydra, I was planning on adding the option to keep the boosted Toxic God deposits when I did the Empire and Sector Capital expansion (which will be after I'm done with hive and machine world - im done with the machine half, hive half is still wip)

Relic world deposits are removed on purpose in vanilla because they are replaced with the "Former Relic World" deposit - this is a nerf from the "Central Spire" from a relic world (10% for FRW, 15% research from jobs for CS). The other deposits aren't really worth keeping since they're +basic resource districts

If there are specific modded deposits you want to keep, can you put the request in the compatibility discussion please?
hydra 13 Jul @ 5:01pm 
@TzarAnthony Hello, just a little request for an add-on or something integrated into this mod. Its a mod that keeps the deposits on a planet post ecumenopolis decision, such as the Toxic God deposits and Relic World deposits which has always taken a lot of flavour out for me especially some of the modded deposits. Maybe the toxic god deposits aren't important, but it almost takes away the uniqueness and just makes me not want to make ecus half the time. Although this mod brings some more flavour to Ecus, i was wondering if it might be possible to add this as a feature, it doesn't seem like its an awful amount of code, just a request! If this is outside your scope of your vision for this mod, absolutely not an issue! Thanks!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3221730125
TzarAnthony  [author] 12 Jul @ 7:45pm 
@Janlitschka I've never experienced that issue. Probably either a different mod or a random 4.0 bug?
Janlitschka 11 Jul @ 12:22pm 
Is it a me-problem or does it come from your mod? All my Ecumenopoli have the Avian cityset background
eqN 9 Jul @ 4:18pm 
No worries! Excited to see what you cook up with the expansion. :)
TzarAnthony  [author] 9 Jul @ 2:49pm 
@eqN Im busy with working on the expansions to this mod, so I probably won't be able to do it anytime soon.
eqN 8 Jul @ 9:54pm 
Oddly I noticed a conflict with this newly updated mod. "Lithoid Supremacy".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2655341936
Is there a possible easy compatibility for this on either end? Understandable if not, just wishful thinking! Thank you for the awesome mod!
TzarAnthony  [author] 8 Jul @ 6:14pm 
@Stepover, I can make a spoilers discussion with that when I finish the hive/machine update
Also yes, after everything I've looked at, I it'll very likely be a post terraforming decision like the Refurbishment decision.

@Stern merci
Stepover34 8 Jul @ 8:48am 
@TzarAnthony, you have your work cut out for you with implementing hive worlds. Please remember the Evolutionary Predator hive mind authority auto terraforms planets to hive worlds
Stern 8 Jul @ 5:23am 
Hello, thank you for the mod.
French translation here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3520127226
Stepover34 7 Jul @ 1:35pm 
could we have a list of the requirements for each unique upgrade that requires an ethic or civic to select?
TzarAnthony  [author] 6 Jul @ 1:21pm 
I don't see any issues with Empires Expanded from a quick look, but I haven't tested it
TzarAnthony  [author] 6 Jul @ 1:18pm 
Ethics and Civics should have basic compatibility

I'm not planning on doing fully integrated compatibility for Ethics and/or Civics and/or Origin mods until I finish the Empire and Sector Capitals additions
wolfclaw3812 4 Jul @ 8:39pm 
Would it be possible to add a game start options menu, which allows us to adjust the strength of these new deposits and empire-wide modifiers? Something like, no new deposits, only the most basic deposits, the more advanced deposits, and finally all deposits?
Stepover34 4 Jul @ 3:09am 
I've been playing with normal Ethics and Civics, it seems to work fine
DanielAir 3 Jul @ 6:23pm 
Also Empires Expanded 4.0 (both add civics and bug branch changes base game ethics, so idk if it wouldnt break anything)
DanielAir 3 Jul @ 6:23pm 
would it be compatible with Ethics&Civics: Bug Branch?
TzarAnthony  [author] 2 Jul @ 9:03pm 
Yes it is overpowered, I balanced it closer to the settings I use for like Gigastructures and other mods. That's why I left in the no bonus options. Instead of nerfing the bonuses, I'd personally rather increase the costs.

Also the Empire bonuses one time only, and they're more or less in line with various base game bonuses. The leader bonuses I can see being op, especially if you change your council positions to take advantage of all the bonuses
LuosBoi 2 Jul @ 11:25am 
Can you make a RP friendly version, that the empire bonuses are only 1/5 or 1/10? It would be great
Paulaswam 2 Jul @ 1:33am 
Great mod thanks!
IronJack 1 Jul @ 6:45am 
I feel like the situation events are a bit overpowered with the amount that they boost the planet (maybe a bit fewer events or weeker modifiers)
Stepover34 30 Jun @ 3:31pm 
why not, the planet class is great (-200% habitability)
Allein 30 Jun @ 3:15pm 
... why would you want an Ecumenopolis as a wilderness anyway...
TzarAnthony  [author] 30 Jun @ 3:10pm 
@Aki
It does not. I don't think the normal decision does either?

@Arty
Only empires that have access to Ecumenopoli in the base game have access in this mod
Arty Aeterna 30 Jun @ 11:23am 
is it possible to make Ecumenopolis work for wilderniss with this mod or no?
Realhollow 29 Jun @ 2:42pm 
@aki dont think so
Aki Zeta-9 29 Jun @ 12:48pm 
Does this situation take into account the bonuses to construction speed?
Questionable 28 Jun @ 9:11pm 
Heck yeah, one of the things I wish the devs would implement basegame, same with terraforming. Make it a process not just a sudden transformation after a timer!
TzarAnthony  [author] 25 Jun @ 6:34pm 
Im aware the overpop isn't that bad, you can colonize 1 other world and solve that,

The real difficulty would probably have to come from the blockers
Realhollow 25 Jun @ 3:28pm 
Overpop isnt as scary with the new pop system and takes to much effort to make sure people dont cheese it etc makeing it an op orgin with a warning that its not balanced would just be better
Allein 25 Jun @ 12:06pm 
It could be an overpopulation situation, like the planet physically cant support its own needs. Like the inflection point origin mod.
TzarAnthony  [author] 24 Jun @ 3:29pm 
Origin Idea:

You'd start off with +1K more pops than usual, but 10 additional unclearable blockers, -1 city districts, and maybe also +30 devastation. Idk what the lore reason would be yet.

The options available would be the same as the remnants origin. Each stage would clear a blocker in addition to granting a temporary, weaker deposit of what you selected

At first, the situation options would be
pause (0 cost for 0 monthly progress)
normal (20 Ec, 20 Mi, and 20 trade for like 40 monthly progress)
acc (40 Ec, 40 Mi, 40 trade, and 10 alloys for 100 monthly progress)

Once Stage 5: Civilian Infrastructure is complete, the costs would increase to
pause (0 cost for 0 monthly progress)
normal (100 Ec, 100 Mi, and 100 trade for like 100 monthly progress)
acc (100 Ec, 100 Mi, 200 trade, and 100 alloys for 140 monthly progress)
TzarAnthony  [author] 24 Jun @ 3:29pm 
Thats a good idea, but Im not too interested in making an origin currently

I'll post what I would do if I did make an origin in case someone else wants to make it
Realhollow 24 Jun @ 10:54am 
@Tzar you think you could make an Origin were the your home world has just started the processes
Dazaiki 24 Jun @ 4:37am 
just the base mod is already more than enough to make me impressed, but all the constant updates when in regards to ethics, civics, ascensions and more just help make this mod just become a staple in all my playsets. Amazing mod btw! I appreciate all the work you've put in so far, and I look forward to more^^
Excel.exe 23 Jun @ 9:57pm 
damn this is way cooler than the way vanilla handles it
TzarAnthony  [author] 22 Jun @ 3:58pm 
It should be updated now, it'll be essentially the same situation, but faster (2 yr max, 1 year fastest) and removed mineral upkeep
Realhollow 22 Jun @ 3:18pm 
Ye no worrys i just capped the FE one and was like man this sucks vs the ones i made lol
TzarAnthony  [author] 22 Jun @ 2:28pm 
Oh yeah, I had that in my notes, and totally forgot about making that. I'll do it now before I forget again
Realhollow 22 Jun @ 1:21pm 
Hey is there a chance of a button (like the compatablity one) called Bring up to standard that makes it so you can do it on Ecos that were in the game from the start like the Fe ones?
JarrenBlake 21 Jun @ 12:55pm 
@Tzar Will do. Tried the button and it did not work, will do some testing and see if this happens with my second Ecu for the current playthrough. Likely a conflict with another mod so will give a list of suspects as well when I get a chance.
TzarAnthony  [author] 20 Jun @ 6:42pm 
@Jarren it should generate the specialized sections from PD Arcologies.
Try pressing the refresh compatibility button?
If that doesn't work can you post more context in the bug report discussion?
Realhollow 20 Jun @ 2:40pm 
PD might not be compatble as i swear that does things to them. the planet View shouldnt do anything but this is PDX and there spagetti code
JarrenBlake 20 Jun @ 10:52am 
Gotcha....then something else must be either blocking my from seeing them or removed them somehow. I use Planetary Diversity, Better Planet View, and UIOD. This loads after those, but I wonder if there is a conflict.
Realhollow 20 Jun @ 6:55am 
no all this does it add planet blocker style things that give jobs or boosts it doenst change how it works normaly
JarrenBlake 19 Jun @ 11:12pm 
Does this process remove the 3 specialized Arcology sections? Did not see anything to that effect above and there are no images of the finished product so was unsure if it was due to this mod or if it was something that indicates an issue on my end.