Stellaris

Stellaris

Ecumenopolis Construction Situation (ECS)
 This topic has been pinned, so it's probably important
TzarAnthony  [developer] 5 Jun @ 4:19pm
Compatibility
This is for requests and documentation about compatibility.

Full Compatibility:
Real Space Arcologies
PD Arcologies
Relic World Flavour

Currently Incompatible:
None reported :D

Planned Full Compatibility:
Government Variety Pack
Ethics and Civics

Investigating:
Gigas
ACOT
Last edited by TzarAnthony; 14 Jul @ 12:57pm
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Showing 1-14 of 14 comments
Nikal 8 Jun @ 2:16pm 
Hmm… perhaps with Real Space's Planetary Stations? 🤔
TzarAnthony  [developer] 9 Jun @ 12:23am 
Originally posted by Nikal:
Hmm… perhaps with Real Space's Planetary Stations? 🤔

I don't see anything that would cause it to be incompatible with ECS

Do you mean to convert the station decisions into situations? If so, I don't think I'm going to that. Their enactment times are less than a year, and situations are supposed to be like long things, that why I didn't do resort worlds or penal colonies either.

Unless I missed something in the mod?
Nikal 9 Jun @ 2:39am 
Actually, I meant to write Real Space - New Arcologies, but it was late and I got confused… 😅

As for the stations, they don't get the Archaeology Project decision at all; probably because the author wanted to do something with Real Terraforming later (but never got to it). If you're interested in making a custom decision to start your situation, the mod sets a "planetary_station" planet flag.

#Edit: On a completely unrelated note, your effort reminds me of another, now defunct situation mod, Megastructure Situations. I used to love playing with it, so accept that as a compliment. :)
Last edited by Nikal; 9 Jun @ 4:32am
TzarAnthony  [developer] 9 Jun @ 10:53am 
Oh yes! I forgot real space had one, I'll add that to the list

Also thank you! I hope you enjoy the mod
Last edited by TzarAnthony; 9 Jun @ 11:09am
Nikal 12 Jun @ 2:18pm 
I haven't looked deeper into it, but there are some seemingly minimal incompatibilities with the Relic World Flavour mod.
Last edited by Nikal; 12 Jun @ 2:18pm
Harvatos 20 Jun @ 2:41pm 
I'm having an issue with PD Arcologies. On relic worlds, using the Restore Ecumenopolis - Garden / Commercial decisions starts the situation (and consumes resources), but it immediately vanish after one day. The default Restore Ecumenopolis decision works fine.

This is from a save started with both mod enabled and after the latest updates. Both mods are properly ordered, with this one after all PD submods.
TzarAnthony  [developer] 20 Jun @ 6:49pm 
I found the issue, a moment and it'll be fixed

EDIT: Should be fixed now
Last edited by TzarAnthony; 20 Jun @ 6:56pm
voxin 21 Jun @ 12:30pm 
Hi, I've noticed [4.0] Relic World Flavor is possibly incompatible. On relic worlds the planetary decision is still 20k minerals and leads to the vanilla ecumenopolis construction. Loving the mod either way
Harvatos 21 Jun @ 3:08pm 
Originally posted by TzarAnthony:
I found the issue, a moment and it'll be fixed

EDIT: Should be fixed now
I tested it and the issue is indeed fixed. Awesome work!
TzarAnthony  [developer] 21 Jun @ 6:48pm 
Originally posted by voxin:
Hi, I've noticed [4.0] Relic World Flavor is possibly incompatible. On relic worlds the planetary decision is still 20k minerals and leads to the vanilla ecumenopolis construction. Loving the mod either way

I'm unfamiliar with this mod. I'll check to see how I can add compatibility


EDIT: compat is complete!
Last edited by TzarAnthony; 22 Jun @ 11:42am
eqN 11 Jul @ 12:41pm 
Hey, just circling back regarding Lithoid Supremacy compatibility. Out of curiosity I went ahead and did a file compare. There were 2 things preventing full compatibility:

Any mod file with a later alphanumeric naming order will take precedent at time of load, especially for a merged mod collection as many players use.

In my experience it is usually a good practice, for compatibility in general for direct file conflicts (when your mod makes a fundamental edit, as it does), to add a zzz_ file name prefix, for example, rather than just ecs_ as yours does currently. Lithoid Supremacy uses a lithoid_ prefix, for example, so currently it takes precedent over the ecs_ prefix, despite only making an incredibly benign edit comparatively.

Secondly, more specifically, the only thing Lithoid Supremacy does is add:
is_planet_class = pc_geode

To:
potential = {
NOR = {

So it seems to be a very simple and safe compatibility edit. Hopefully this is helpful for all compatibility, not just Lithoid Supremacy, in any such other conflicts that may make similarly simple edits to these core files to your mod. Say, due to a new planet class (as in this case).
Cheers!
Last edited by eqN; 11 Jul @ 2:06pm
TzarAnthony  [developer] 12 Jul @ 8:00pm 
Thanks for checking that for me!

Originally posted by eqN:
In my experience it is usually a good practice, for compatibility in general for direct file conflicts (when your mod makes a fundamental edit, as it does), to add a zzz_ file name prefix, for example, rather than just ecs_ as yours does currently. Lithoid Supremacy uses a lithoid_ prefix, for example, so currently it takes precedent over the ecs_ prefix, despite only making an incredibly benign edit comparatively.

Yes, I figured this out when I was looking at RS Archologies. At the time I didn't want to force my override, but that is the main functionality of the mod. I can be more aggressive with my overrides and add some ~ to the beginning of the override files, That should load them even after zzz_ iirc
Last edited by TzarAnthony; 12 Jul @ 11:52pm
hydra 14 Jul @ 8:14am 
@TzarAnthony Sorry for spam, If you'd rather message on discord I've sent a request. Paradox launcher updated on me and since any load order for Relic World Flavour and this mod has been acting up. Its the only mod having a meltdown. PD Arcologies is working fine. Its just the "Restore Ecu" decision on any relic world that's having an issue. Not sure if this something on your end or the RWF mod end.

I've done all troubleshooting I am able to do without purging all my mods.

Also Ive compiled a list of a few mods that get their deposits cleared out via Ecu being built so i could also hand that over whenever your ready.
hydra 14 Jul @ 8:44am 
General Solution is Turn Relic World into an Ecu, Refresh Mod Compat AFTER taking Arcology Project ( It seems to not work without the AP) - Then use Refurb decision to start the situation
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