Stellaris

Stellaris

272 ratings
City World Flavour
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File Size
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Updated
2.204 MB
15 Oct, 2023 @ 6:08am
10 Sep @ 12:16pm
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City World Flavour

Description
(Now updated to 3.13 with new features)

Features
- Want to play tall? Expand your Ecumenopolis by adding new levels deep underground. Be careful though; the deeper you go, the harder it becomes to manage your pops down there.
- New decisions to turn your Ecumenopolis into the shining jewel of the galaxy it was always meant to be.
- New flavour events to add some life and character to a bustling intergalactic metropolis
- New jobs specific to Ecumenopolis worlds.
- The ability to specialise your planet even further - create a glittering centre of galactic politics, or a gritty industrial forge world.

Compatibility
No vanilla overwrites have been made, so it should be compatible with just about anything.

This mod is savegame compatible, but if an Ecumenopolis already exists before the mod is added, some features will not work for that planet.

Planetary Diversity / Real Space Arcologies
To enable City World Flavour content for Planetary Diversity's and Real Space's Ecumenopolis types, please download the compatibility patch.

City World Flavour Compatibility Patch
51 Comments
Odin 26 Sep @ 8:46am 
I really like how this mod adds very small tradeoffs to getting an ecu up and running. Losing 10-20 pops to "maintinence" jobs just to keep the planet from imploding reduces their effectiveness without making them boring.
Dunno  [author] 26 Aug @ 4:52am 
It's something I'd like to do. There'll definitely be some more options for ecu specialties in a future update.
Misterwheatley #fixtf2 21 Aug @ 10:48am 
Any chance of adding more than 3 choices for ecumen? Ie research, tourism, military, religion, etc.?
Excel.exe 19 Aug @ 8:54pm 
Super cool mod, made my tall playthrough so much more interesting
Curdos 13 Aug @ 7:28pm 
Does this do anything for Machine worlds, or just Ecumenopolis?
Dunno  [author] 31 Jul @ 12:16pm 
Thanks for the bug reports, I've applied some fixes for each of them

@Solarshade there's supposed to be a cooldown specifically to stop that happening. Guess which event didn't have that? :steamhappy:

@LordWildMan thanks, that's a really excellent suggestion! I've implemented that now, so you shouldn't get that weird behaviour anymore.
LordWildMan 28 Jul @ 1:28am 
Really enjoy the mod, especially for trying to play tall. I have noticed a potential incompatibility with Stellaris Evolved. When you add an arcology specialization, the harmful modifiers (crowded spacelanes, etc.) return to the planet, even when you have the proper decision enacted to remove that modifier (spacelane controllers.) Easy enough to remove the modifiers manually, but you could potentially add built-in compatibility to other mods that change the ECU type by checking to see if you have the positive deposit before adding the negative deposit. At least that is my assumption on how your coding works with arcology specializations.
Kaplan 27 Jul @ 5:27pm 
Is the compatibility patch still relevant ?
Solarshade 25 Jul @ 7:43pm 
Minor bug report, the playground of the elite event seems to be triggering an absurd amount, to the point that I have had it trigger three times simultaneously for the same planet at points.
asapas 17 Jun @ 6:23am 
thank you so much for the update!!!