Stellaris

Stellaris

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Ruined Ecumenopolis 100%
   
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File Size
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35.920 MB
24 Jan, 2019 @ 7:02am
20 Nov, 2020 @ 1:27am
9 Change Notes ( view )

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Ruined Ecumenopolis 100%

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. This version has a 100% spawn chance.

About
The systems in this mod spawn similar 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 a normal 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

My Other Mods







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.

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48 Comments
SuperMegaGlitch1 6 Nov, 2021 @ 2:51pm 
is there an ID for the ruined ecumenopolis and the molten ecumenopolis?
It's just for console commands.
ุReshy 1 Aug, 2021 @ 10:06am 
Is this still compatible with the latest version?
ุReshy 14 Apr, 2021 @ 8:47am 
Should make there a variant of the ruined ecumenopolis that's overrun by criminals. Spawning a criminal empire when first colonized and kicking out your colonists, it has unique criminal districts and a large initial land force to prevent them from being easily wiped out on first finding.
TheDestroyer 26 Sep, 2020 @ 8:06pm 
Does this work for 2.7.2?
ุReshy 5 Sep, 2020 @ 7:45pm 
Part of me would sorta like to see some ruined hive/infested worlds or something also spawn, just like "Oh yeah, the Prethoryn Swarm was here once, and this planet is still screwed up/inhabited with feral Prethoryn".
spectre199 18 Mar, 2020 @ 10:28am 
will this work for 2.6 Federations or does it need to be updated
Hatty7 12 Mar, 2020 @ 6:39am 
do you plan on updating the mod? This is a great mod nonetheless
feanel 20 Jan, 2020 @ 8:25am 
for 2.5 works?
Zenith 11 Oct, 2019 @ 11:34am 
This might be a very stupid comment, but I got the ecumenopolis renovation started but after a decade it still didn't move an inch.
Is one of my mods messing it up or something?
Kyllian 1 Jul, 2019 @ 12:17pm 
having the same problem. progress doesn't change