Stellaris

Stellaris

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Inflection Point
   
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2.919 MB
3 Apr, 2020 @ 11:26pm
6 Nov @ 2:52pm
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Inflection Point

Description
Overview
Have you ever wanted your empire to start on an overcrowded Ecumenopolis? Ever wished your megacorp could be more like Buy'n'Large from Wall-E and totally mess up your homeworld with untrammeled consumerism?

Now you can!

Inflection Point starts you on a city planet with no natural resources. All of your food comes from a single planetary feature granting a handful of farming jobs. All your minerals come from the starting system mining station and a special Dwindling Stockpile feature. But not all things are wonderful in urban paradise - that stockpile will soon run out, and the planet's economy will soon start choking up. Your civilization is pushed by the concept of an inflection point: if they don't get out there and settle the stars now, they will soon face enough resource shortages that it will be hard, if not impossible, later.

(Skippable) Events
Don't get too down on yourself. There's light at the end of the tunnel, champ! The Inflection Point situation will guide you towards saving your homeworld. You'll have to devote resources to at least stopping the bleeding - don't be afraid to use the internal market! Once you've secured enough resources via space mining or colonization, build up your industrial base so you can start reversing the damage! As you get close, you'll be helped along the process of removing those blockers on your homeworld.
Want to skip all that? Just open the planet screen for your homeworld, type event exodus.skip into the console, and that will set things as if you've completed the entire event chain.

Simple Version
Still too much faff? Consider this simple, AI friendly version: https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2052764610

Balance
Unlike Shattered Ring, this origin is intended to be somewhat balanced, as all things should be. Your homeworld will soon gain a modifier to remove the 20% bonus output from Arcology planets. (You'll get that back later.) You also have some special blockers that make you start with no free housing and most district slots blocked. You get extra pops, but they all work clerk jobs. This is intended to help you pay for resources on the market to get through the challenging parts of this origin - namely making sure you have enough consumer goods, minerals, food, etc to support a fledgling empire. Paying to move the situation towards a positive outcome stings, but it's very survivable. In the end, you can wrap up this origin within 25-30 years or so, and then you get a nice Ecumenopolis! (There may be a couple minor extra goodies tossed in at the end!)
You can always choose to do nothing, in which case you'll find out how relic worlds are born.
I originally intended this to be a Megacorp leaning origin to pair with my civics mod:
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2029348400

Compatibility
Everything in this mod is now 100% standalone. It should work with everything that doesn't remove vanilla assets. Hooray for good code practices!
I test everything with all DLC active, although some limited testing has shown you shouldn't need any of it.

Important Technical Detail
The game setup screen will always show a Mammalian city background, but in game it will correctly display whatever city set you actually chose.
The way I get the game setup screen to display an ecumenopolis background is a little bit sketchy: because the interface does not detect that pc_city has a minimum level for displaying city graphical culture, it would show the correct Sky but leave black spots on the ground. This is literally unplayable. So I made a fake planet class that is locked to show a arcology background, and then swap it out during game generation. Any modders who know how to fix this, please let me know!
Popular Discussions View All (2)
16
18 Apr, 2021 @ 4:06pm
Bug Reports
hanson825
5
8 Apr, 2020 @ 8:05am
Event/balance Feedback
hanson825
70 Comments
Lasagna 1 Jul @ 8:02pm 
My favourite modded Origin, surprised Paradox never made a Ecu start but it probably overlaps too much with the remnants.
Nexus of Concordia 4 Jun @ 3:44pm 
Thanks for updating this to 3.12!
Allein 6 Dec, 2023 @ 12:39pm 
For instance, with NCS2 and a Sol start (or if you random spawn with a system with an asteroid belt) you can solve the mineral shortage using starbase buildings and hydroponics
Allein 6 Dec, 2023 @ 12:38pm 
Hey I have to say, I havent played in a while but I love the change to using a situation. It gives me more freedom to decide how exactly I want to solve the problem which is great!
hanson825  [author] 27 Oct, 2023 @ 2:12pm 
@Fleppo It's been updated. It is intentional that you get 4 stewards rather than 3 politicians, just like a normal capital building.
Fleppo 25 Oct, 2023 @ 8:49am 
Hi. I've noticed when playing as a Worker Cooperative that the Planetary Plaza Building from one of the events gives +15% Steward Output alongside 3 Culture Workers and 3 Politicians, but no Stewards. Might it be possible to have the Building provide 3 Stewards instead of the Politicians to have it line up with both the output bonus and the vanilla game replacing all Executives/Politicians/Managers with Stewards when using the Civic?
Mr. Shadow | Folfie 1 Jan, 2023 @ 9:16am 
Hello. I love the mod, been using it ever since it came out in 2020. I just want to give you a heads-up - the pop growth rate from ecumenopolis has been nerfed in the base game and the debuff you get is still the same - meaning you get less pop growth now. I dirty fixed it for myself but not everyone is good enough at digging in mod files - maybe change it for them ;)
hanson825  [author] 16 Dec, 2021 @ 4:37pm 
@Fetfrumos96 There is a bug report discussion on this mod. Please post an excerpt of your error log file that points to this mod. It functions normally in game for me.
hanson825  [author] 16 Dec, 2021 @ 2:22pm 
@Fetfrumos I'll check it out