Stellaris

Stellaris

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Ruined Ecumenopolis
   
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File Size
Posted
Updated
34.350 MB
24 Jan, 2019 @ 7:02am
20 Nov, 2020 @ 1:34am
10 Change Notes ( view )

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Ruined Ecumenopolis

Description
This mod adds two new systems that randomly spawn on Galaxy Generation. Each system contains a ruined ecumenopolis that you can restore, much like the systems containing ruined megastructures.

About
The systems in this mod spawn with a similar rarity to the ruined megastructures, and provide the same functionality. When you claim the ruined Ecumenopolises you have a Decision available to restore them once you attain the prerequisites for the Arcology Project Ascension perk, just like the ruined megastructures, which only require Mega Engineering and not the Galactic Wonders ascension perk.

The ability to restore the ecumenopolises has the same conditions as constructing one. The decision is unavailable to empires that are irregular (Hive minds, Machines) or empires that have the Agrarian Idyll civic. The AI should also take advantage of these worlds if they have them within their borders, however this is untested currently.

The ruined ecumenopolis worlds are not habitable, but become ordinary ecumenopolises when restored. The newly restored ecumenopolises have the same behavior as the First League Homeworld; 20 of the 25 districts are blocked by ruined Arcologies. The First League Homeworld has not been changed to a ruined ecumenopolis.

There is also a version that provides 100% spawn chance here

Changes
  • Adds a Ruined Ecumenopolis
  • Adds a Molten Ecumenopolis
  • Adds two random systems that spawn on galaxy generation
  • Adds the Arcology Restoration Project Decision

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Compatibility
This mod makes no changes to any Stellaris files, only additions. This modifies the Checksum thus is not achievement compatible. If it is not compatible with a mod let me know.
Popular Discussions View All (1)
0
6 Nov, 2021 @ 5:49pm
Ruined Ecumenopolis ID
SuperMegaGlitch1
38 Comments
Tempest 3 Feb, 2023 @ 10:57am 
This mod has been updated and reuploaded here:

https://steamproxy.net/sharedfiles/filedetails/?id=2923913586
xDanilor 22 Jan, 2023 @ 4:49am 
please update!
borsk 28 Aug, 2022 @ 7:01pm 
Is there a compatibility patch with PD - more arcologies? It would be nice to be able to restore a ruined ecu into a fortress arcology, for example
Maldrood 29 Oct, 2021 @ 2:39pm 
Please Update!
Philosopher of Aesthetics 26 Apr, 2021 @ 12:24pm 
Please update.
cheetah71114 19 Feb, 2021 @ 2:40pm 
whats the differnce between this and a relic world
Sam_  [author] 24 Jul, 2020 @ 6:54pm 
Gimp is what I use when decomposing channels like I said. The Nivida program is only to generate the bump map. Photoshop has that functionality built in.
Syphilis 24 Jul, 2020 @ 3:41pm 
Thanks! It makes some sense. I might have to check out that program, Ive been using gimp
Sam_  [author] 24 Jul, 2020 @ 12:53pm 
The normal and diffuse maps in this mod are modified versions of the ecumenopolis map. I recommend you try and use existing normal and specular maps from the base game even if you have to cut them.

But my process for creating new normal maps is to use a tool called Nividia Texture Tools Exporter Standalone (requires signing up for an Nvidia program) and opening a greyscale heightmap that you have created. That will produce a traditional bump map, but to get that to work in Stellaris you need to recompose the RGBA channels so R = R, G = R, B = nothing and A = G. This part of the wiki has what you need for that https://stellaris.paradoxwikis.com/Maya_exporter#Exporting_textures

Specular maps are easy to make, you just need to paint three greyscale images for specular, metal and glossiness, and then compose them into RGBA channels correctly as the wiki explains.
Syphilis 24 Jul, 2020 @ 10:18am 
Hello, I was wondering what is your process to creating specular and normal maps. Id presume you create them from diffuse maps. Ive attempted the same but I cant seem to get the correct values causing my maps to be very harsh