Stellaris

Stellaris

Planet-Wide City Mod 2.1.3
Emperor Scorpio  [developer] 1 Oct, 2016 @ 9:16pm
List of Edits
Edit 1: I changed "city planet" to "city world" to match paradox's naming conventions. I also added influence to the world and toned down the brightness.

Edit 2: I changed the texture of the city world to be more realistic. I hope you all enjoy it.

Edit 3: I fixed some missing text.

Edit 4: I updated the texture again using paradox's night lights as a base. I also gave the planet an atmosphere with clouds.

Edit 5: I managed to get the night-side of the planet to glow like paradox's planets.

Edit 6: I managed to get the whole world to have a glow to it. I think that it looks better this way.

Edit 7, now with more city: This time I managed to get a texture for the day side and lights on the night side. I hope this is better than before. I think it looks quite nice, but please tell me if it is worse or not.

Edit 8, now with more immersion: I managed to add custom tilesets and pictures to the city world, so now you can be immersed in the super-urban lifestyle. This is my first try at this, so it is rather basic.

Edit 9, now with balance: I tried to balance the mod using ideas from the community. So, the city world now is much less overpowered. It gives a 100 % increase to energy and minerals, a 10 % increase to influence, a 300 % increase to research, and a 50 % decrease to food production.

Edit 10: I knocked the cost down from 10,000 energy to 5,000 energy, which seems better to me.

Edit 11: There is now no mineral cost to build, but a 100 % decrease to mineral production to represent all the planet's mines being depleted to create the city.

Edit 12: Fixed to work with the Asimov update.

Edit 13: You can now terraform any habitable world (except Gaia worlds) into a city world. That way any species' homeworld can be an urban wonderland.

Edit 14: You can now urbanize Gaia worlds.

Edit 15, now with more options: You can now select “Sol System with Earth as an Ecumenopolis” to start on Earth as an urban world. P.S. “city worlds” are now called “urban worlds” because I like the sound of that better. Warning: you will be hemorrhaging minerals and food if you start this way, be prepared for a hard start.

Edit 16: I changed the graphics of the tilesets. Now, instead of just being gray versions of the continental tilesets, they are a concrete-like carpeting over the planet. It is supposed to represent an urban superstructure over the entire planet’s surface, like they paved right over everything. This might not be a lot better, but I am not the best artist, so at least it is a little more unique.

Edit 17, now with more smog: I changed the tilesets again in order to look like smog, thanks to mzilli for the idea. I appreciate the feedback that makes my work better. Thank you all.

Edit 18, now with over-population: I added hive worlds. See the above description for more.

Edit 19: I edited the hive world.

Edit 20: I fixed some mistakes on my part.

Edit 21: I made some minor localization edits and some graphical stuff. It should not change much.

Edit 22: Hive worlds now give a 100% decrease to growth time to simulate the high birth rate of an overpopulated world. Thank you to BillBaraka for the idea.

Edit 23: I changed the way the urban worlds look again. I feel that it really improved the looks of my mod.

Edit 24: I added an event that allows one to expand the urban worlds and hive worlds to size 25 with a hit to habitability. This also changes the physical size of the world in question. I do not think that I can fix that, it is a bug in the game itself.

Edit 25, now with food cans: I added in a way to 'trade' food between worlds. Plus, I modified my event from the previous edit so that it works better. Thank you to skud13 for the food trading idea.

Edit 26, now with better science fiction: I have started adding facts to my events to flavor the mod more. One could think of it as semi-hard science fiction.

Edit 27: I changed up the planet graphics again and changed the tilesets.

Edit 28: I had to make many changes in order to become compatible with the Heinlein update.

Edit 29: I changed how the "Random Ecumenopolis" system is created. I am trying to fix graphical issues.

Edit 30: I made sure that there were absolutly no overwritten files in my mod. It should be very mod-friendly now.

Edit 31: I added in a way to terraform with edicts as a workaround for the Heinlein update. Thank you to Garant26 for the idea. I also added in a ringworld edict just for fun.

Edit 32: I changed the way that canneries work and how my terraforming edicts work.

Edit 33: I added orbital arrays for the first time.

Edit 34: I changed how orbital arrays are built.

Edit 35: I added in the ability to build a full-sized ringworld with 12 habitable sections. Thanks to chrs2021 for the idea.

Edit 36: I removed the ability for the ai to start on an urbanized world. I feel that it is better for them to work their way up like the player usually does.
Last edited by Emperor Scorpio; 7 Nov, 2016 @ 5:40pm
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Emperor Scorpio  [developer] 12 Nov, 2016 @ 7:13pm 
Edit 37: I modified the way that the food trading system works. Thank you to [Wolves] kinngrimm for the ideas.

Edit 38: It should now be impossible to turn ringworlds into round worlds.

Edit 39: I fixed some issues with the edicts' costs.

Edit 40: Fixed some bugs.

Edit 41: I added some hive world starts and I updated to 1.4.0.

Edit 42: I nerfed the abilities of the orbital array and made some fixes to graphical errors.

Edit 43: I edited the graphics of the mod again.

Edit 44: More graphical updates

Edit 45: I added normal maps to my worlds and I edited an event to work better.

Edit 46: I fixed a bug in my event system.

Edit 47: I fixed more bugs.

Edit 48: I removed food trading as it is done much better by other modders.

Edit 49: I updated to 1.5, with the Utopia DLC. However, much has changed, much has been taken out due to Paradox putting it in to vanilla, and somethings are still a little "clunky".

Edit 50: You can now only build one urban/hive/array around one planet. This prevents weirdness from occuring. Also, the scaling should be larger than before for the urban/hive worlds.

Edit 51: I changed the tileset and graphics.

Edit 52: I toned down the brightness of the urban graphics and tried to make some more improvments.

Edit 53: I fixed the planet stacking issue. This makes things look better and it helps balance things a little, I think.

Edit 54: Made some graphics look better.

Edit 55: I cleaned up some code with the help of Kadis. Many thanks!

Edit 56: Cleaned up more errors in the code. Thank you Darrien.

Edit 57: Changed how urban worlds affect food production. Thank you Scribv.

Edit 58: Used some more of Scribv's ideas to balance the mod. Thank you, again.

Edit 59: I made the background not have the city types, I do think that looks better, thank you all for the advice. Also, I made orbital arrays optically bigger so that they look a little better.

Edit 60: Unbalanced the mod again. Hopefully more fun this way.

Edit 61: Added in some flavor events as a sort of test. Still learning.

Edit 62: I updated the mod to 2.1.3 and added an event upon colonization of an orbital array. Please enjoy. (Removed Cartel Events, as well.)
Last edited by Emperor Scorpio; 20 Sep, 2018 @ 2:45pm
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