Stellaris

Stellaris

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Arcologies
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23 Aug, 2019 @ 12:51pm
2 Oct, 2023 @ 12:19pm
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Arcologies

In 1 collection by Saxon
Saxon's Mods for Stellaris
5 items
Description



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Inspired by the concept art used in the thumbnail this mod adds various arcologies to the game. Even though only one arcology building can be constructed per planet they represent multiple towers as depicted in the art (and the mod's in-game descriptions and flavor text). These arcologies are so large that they are implemented in the mod as a cross between a building and a district, requiring both a building space and a district slot.

All arcologies benefit from population capacity increases through research normally only associated with city districts and their hive/machine analogs. Additionally they also gain the extra clerks or maintenance drones unlocked in the relevant perk in the prosperity ascension tree.

The main draw of these extreme megabuildings is that they greatly reduce the amount of living space used by pops by allowing planets to exponentially build upwards. And they are also a nice crowning achievement for your ascendant stellar civilization, which now decorates their planet-wide cities with even more ridiculously over-sized towers which reach into the clouds.

In older versions of this mod players were allowed to build unlimited amounts of arcologies on any type of planet. As many of you pointed out this was neither balanced nor realistic. This is why I have implemented three construction tiers, a one-per-planet building limit and new limitations on where these can be built. For example an orbital habitat can only support the lowest tier. And the highest tier has such absurd dimensions that they are only feasible on arcologies or ring worlds.

There are four thematic variants of the arcologies based on which type of empire you are playing, each with slightly different bonuses. More variants are planned for the future. For example a Paradise Spire for Rogue Servitors which provides lots of bio-trophy jobs.


Elitist civilizations waste a lot of habitable space by prioritizing the extravagant desires of whatever elites lord over everyone else whether it be technocracies, theocracies, plutocracies or aristocracies. Reflecting their social hierarchy the elite resides at the pinnacle of the spires, reflected in-game by added ruler jobs and a higher number of clerks, representing their lower status attendants.
They need to unlock the Arcology Project ascension perk.


Collectivist civilizations go out of their way to equally distribute the habitation space. Their arcologies offer much more housing as a result and generate a bit of unity representing their generous social programs.
They need to unlock the Arcology Project ascension perk.


Hive Minds build organic towers full of drone nests and hatcheries. The largest version is a huge mass of flesh which needs to be integrated into a living hive world where it is constantly pumped full of nutrients in order for it and the billions of drones living inside to survive. To fit in with the theme of a teeming hive their arcologies generate additional spawning drone jobs.
They need to unlock the Hive Worlds ascension perk.


Machine Intelligences build massive yet intricately complex drone towers which defy the understanding of any organic mind. Inside of these mechanical monstrosities entire swarms of machine entities are assembled, stored and rapidly deployed as needed between assignments. The largest of the drone arcologies require nothing less than integration into a full-fledged Machine World. To reflect these themes their towers generate replicator jobs.
They need to unlock the Machine Worlds ascension perk.

If you like my content please also check out the Youtube channel of my wife and I, where we play games and talk trash together. We would greatly appreciate it if you took some time to watch our antics!

Popular Discussions View All (3)
28
16 Dec, 2021 @ 5:18pm
Suggestions
Aespher
2
6 Jan, 2022 @ 2:11pm
Looking for volunteer translators
Saxon
0
31 Dec, 2021 @ 7:08am
Help request: rebalancing
Saxon
183 Comments
Mortarch Of Blood 7 May @ 11:20am 
Yeah a PD patch would be sweet. Also not sure if this would require an update to 3.12 or not?
borsk 20 Oct, 2023 @ 5:04pm 
are there any compatibility patches with PD-more arcologies?
CTH2004 4 Oct, 2023 @ 6:40am 
great (:
Saxon  [author] 2 Oct, 2023 @ 12:16pm 
Sorry for the long silence! I've updated this mod to the 3.9 version of the game. I've simply renamed administrators into politicians so that they can now hog the prime real-estate in all of our fancy towers.
Beast-Storm 28 May, 2023 @ 4:55pm 
The Ruler Class Citizens are no longer in the game, the Dev's have removed it to make way for an overhauled leader system, so this mod is broken so long as the Ruler Class job positions remains on this mod

Just a heads up @SAXON
CTH2004 30 Mar, 2023 @ 8:14am 
Here's an idea: WIth Voidborn, you can upgrade spires to T2 on habbitats. (Unless I missed it, and you can't build it without Voidborn. Voidborn is always one of/ my first AP)
Grunt4life 29 Jan, 2023 @ 8:25pm 
Update?
Beast-Storm 26 Nov, 2022 @ 4:32am 
Question: Could you a Lithoid version of a Spire? if possible
Walker 16 Oct, 2022 @ 6:07pm 
this is a nice mod, are you still going to update it?
Spotblur 21 Aug, 2022 @ 1:11pm 
I forgot to mention a couple weeks ago that the Ruler Jobs (Science Directors) started showing up. Not sure why it started working, but I've had no problems since.