Stellaris

Stellaris

Starscraper
59 Comments
Aza 4 Apr @ 2:24am 
Have been playing this origin for YEARS
Aza 4 Apr @ 2:23am 
I freaking love this mod. Balance can go down the drain, I want a beautiful capital world!
kroun 25 Aug, 2023 @ 4:49pm 
I really like this mod.
hanson825  [author] 10 Jun, 2023 @ 3:19pm 
@Pamparampampamparam it still functions perfectly fine on 3.8, I have just been focused on updating other projects. In fact, this mod is so simple it's unlikely to really ever break.
Pamparampampamparam 10 Jun, 2023 @ 2:52pm 
Hope this gets updated someday.
hanson825  [author] 4 Dec, 2022 @ 1:37pm 
@Lers Almost certainly. I was out sick last week but I'll try to update my mods; 3.6 doesn't introduce the kinds of changes that really impact this, though.
Lers 4 Dec, 2022 @ 11:05am 
Does this work on 3.6?
hanson825  [author] 4 Oct, 2022 @ 8:03pm 
@Ashur the code for this mod is such that it will pretty much never break between versions unless there's some completely wild rework. So don't worry about that.
Ashur 3 Oct, 2022 @ 8:11pm 
Oh huh, updated? pog
hanson825  [author] 28 May, 2022 @ 6:36pm 
@Jedipony1 Yes, it does. I just haven't updated the thumbnail, but it works in 3.4 just the same as past versions.
Jedipony1 28 May, 2022 @ 6:00pm 
Does this currently work?
hanson825  [author] 17 Sep, 2021 @ 3:34pm 
@Greenshadow
I have one small thing to fix and then I'll push out the 3.1 update for this. Might take a hot minute to test that the Rogue Servitors have the correct starting jobs, though. There are no generators on an ecumenopolis!
Greenshadow 17 Sep, 2021 @ 6:34am 
Now that with the new update rogue servitors can actually use ecumenopolises(or at least mainly the bio-trophies will),is it possible to make this origin available to Rogue servitors?
Andi 8 Jul, 2021 @ 11:35am 
The abundent stockpile from this mod doesn't support these two mods which add new districts to ecumenopoli. I noticed you added support for the trade district from Venture Politics and was hoping you could add support for these as well (I have done it locally to get by but it would be nice if it were a part of the mod itself:
Research Districts: https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2459091293
Admin/Fortress Districts: https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=2470850888
Ahsoka Tano 19 Jun, 2021 @ 12:44am 
POOOOOOOOOOOOOOOOOOOOOOOP
Ragnarok 26 Apr, 2021 @ 8:49pm 
Oh. Huh. Coulda sworn it was a +1 per district deal in the dev diary...well, I feel silly. Sorry to bother you!
hanson825  [author] 26 Apr, 2021 @ 6:52pm 
The base Alloy Foundry and CG Factory do not provide extra jobs. Only the upgraded versions- Alloy Mega Forge, Alloy Nanoplant, etc - do. It is this way in the base game.

(This mod does not adjust Arcology districts, which is where the effect is defined. What you see on the building tooltip is just a text descriptor that has no effect.)
Ragnarok 26 Apr, 2021 @ 5:14pm 
Umm....I think this update broke alloy foundries and CG factories. It doesn't grant the +1 to each district for each of them that it should.
PQUNDCAKE 19 Apr, 2021 @ 8:34pm 
Oh yeah, without a doubt starting with an Ecu is broken, I'd say stronger than ring start if you build an empire entirely around having one on day 1
hanson825  [author] 19 Apr, 2021 @ 6:51pm 
@PQUNDCAKE I updated the mod so it should work just fine now. You can read the change notes. No unemployment problems. Also, having all building slots open at the start is really good
PQUNDCAKE 19 Apr, 2021 @ 5:27pm 
Also the 4 specialist jobs that USED to be for the former metallurgist/factory workers need changed so they can work clerk jobs at the start rather than being unemployed
PQUNDCAKE 19 Apr, 2021 @ 5:05pm 
It worked fine, you just needed to do a little resource micromanagement at the start to keep from going under since CGoods and Alloy production buildings are different now and you don't start with any but the base production from your capital, but starting on an ecu even with that drawback is still really strong, I'm pushing battleship tech and tachyon lances at 2250 with a technocracy/meritocracy democracy.

@Hanson825 I'd say the only thing you'd really have to do is add a automated industrial factory to the planetary deposits that produce enough CGoods and Alloys to match normal starts, the amount of jobs available is fine with the 3 City Districts you start with.
hanson825  [author] 19 Apr, 2021 @ 12:00pm 
@d15c0rd It might *work* but until it is updated, I make zero promises. They made a lot of changes in 3.0 under the hood. Shouldn't take that long to update, but I only have so much free time to program and playtest.
Vinylla 19 Apr, 2021 @ 6:26am 
Does this mod work with 3.0?
hatdudeman15(GAZB) 17 Apr, 2021 @ 7:30am 
Hands down one of my favorite mods here along with gigastructures. Would not play the game without it.
Ragnarok 15 Apr, 2021 @ 8:06am 
Honestly, given the issues I've had with Inflection Point interacting with Planetary Diversity, I think I'll happily make use of this version. Thank you for making it.
hanson825  [author] 25 Nov, 2020 @ 2:18pm 
@danburite
You may be interested in the Resource Consolidation origin, in the vanilla game, which starts you on a Machine World, a far closer fit to cybertron. Machine Worlds are also far better starting worlds for machines than ecumenopoleis, which cannot provide energy or minerals.

This is in essence a subset of the Inflection Point mod, and it makes it far easier to maintain the mods if the amount of moving parts between them is minimal. There's a fair bit of faff behind the scenes to support a multitude of both normal empires and gestalts.For example, I would need to create new planetary features and build out a large logic tree to make sure normal empires, hives, regular machines, Assimilators, and Servitors all have balanced starting income and potential. Etc.
hanson825  [author] 27 Oct, 2020 @ 7:14pm 
@hxlleann this mod was made in 2.7. If you mean the imminent 2.8 update coming on 10/29, it will almost certainly function fine, although I will take some time to update and verify all my mods with 2.8. (The mod is entirely standalone, it doesn't replace any base files.)
T00N57 27 Oct, 2020 @ 5:53pm 
Will it work with 2.7?
seraphim.93 6 Jul, 2020 @ 10:41pm 
Love this Origin, I actually play it more often now than the ring world Origin. having a Euco at the center of your empire is Amazingly powerful but takes a lot of thought and no small amount of resource management to keep it running! Just a really great straight forward Origin! I have tried the other version of the mod and it is a lot more work so if you want more of a challenge, then there is that too! Just wanted to give the Mod Maker a review!
hanson825  [author] 29 May, 2020 @ 3:24pm 
@skaeren well the way each mod works it will be "compatible" if this mod is changed to allow you to use machines with the origin - currently it does not, because gestalt don't get ecus in the base game. I would need to make it support machine + RS starts which is a little more work than it might sound like because machines don't have trade value, I need to create new deposits and work out the starting infrastructure, etc. Oh and I'd need to know what the technical name of that organic sanctuary arcology is if I wanted to make it upkeep free for the first one. But that's more something the RS Ecu mod guy would need to support.
Skaeren 28 May, 2020 @ 11:42pm 
Any chance of a patch so that if you're using the rogue servitor ecu mod it'll make the ecumenopolis based on that mod?
hanson825  [author] 28 May, 2020 @ 9:02pm 
@skaeren this mod is for non-gestalt empires. It's also fully compatible with any other mod.
Skaeren 28 May, 2020 @ 8:19pm 
Compatible with the rogue servitor ecumenopolis mod?
Questionable 28 Apr, 2020 @ 7:03pm 
I think what they mean is that the planet's visual appearance is stuck as mammalian?
Depending on your cityscape chosen the physical planet will have a different colouration to it in the game.
The origin in this mod seems to be stuck on a default planet appearance
hanson825  [author] 28 Apr, 2020 @ 6:42pm 
@Spirit What mod is this? There's a bug report discussion, please reply in that.
Spirit 28 Apr, 2020 @ 5:24pm 
addition : i even used "Remnant" as origin and after restoring the homeworld into an ecumenopolis it show the mod city
Spirit 28 Apr, 2020 @ 5:22pm 
thats funny , i transformed many worlds into city planets with that mod and i had zero problems with it
hanson825  [author] 28 Apr, 2020 @ 3:48pm 
@Spirit The coding is such that int he creation screen, it's set to show a custom placeholder planet. Once the game starts, you have an actual ecumenopolis exactly like any other - nothing in this mod changes the in game display of anything, at all. I know this mod works properly displaying vanilla city sets.

When you say "mod city" do you mean a city set added by mods? When the game cannot find the right graphic for a city set, it has a backup to display, which is almost always the mammalian set. It's likely the mod city set is not properly supporting ecumenopolis worlds and the game is defaulting. But like I said, the issue would lie with that mod, and not this one. Try using that city set with a regular origin and use "planet_class = pc_city" on your homeworld. You should see the same issue.
Spirit 28 Apr, 2020 @ 3:34pm 
i tried but when i choose a mod city it show mammalian
hanson825  [author] 28 Apr, 2020 @ 1:47pm 
@Spirit in the game creation screen it will always show as humanoid. It's mentioned in this description, but due to some limitations with the way the game renders home worlds for empire creation you can either have a nice, static cityscape, or you can have it change to whatever you choose - except it doesn't use the actual ecumenopolis city set, it'll use the regular one for that species, and you end up with huge black areas. Very bad.

You can absolutely change the city set into whatever you want and INGAME it will properly appear. I've tested this before, I tested it just now.

But unfortunately the creation screen is static.
Spirit 28 Apr, 2020 @ 1:11pm 
is it possible to change the ecumenopolis view to the cityscape you choose ?
by creation it is humanoid but ingame its mamallian when i choose a different one
Questionable 16 Apr, 2020 @ 9:13pm 
Lovely thank you
hanson825  [author] 16 Apr, 2020 @ 1:19pm 
@Questionable
Updated. You start with +1 mineral income, so you won't be starving, at least!
Questionable 16 Apr, 2020 @ 1:27am 
Well if you do make it so lithoids can take the origin, with or without the tweaks, I'd appreciate it.
hanson825  [author] 16 Apr, 2020 @ 1:05am 
@Questionable two reasons:
The main reason is I quickly made this from my Inflection Point mod, which is more Roleplay oriented. And I didn't really tweak a lot of stuff to minimize the playtesting/bugfixing (i made this mod in about 2 hours at ~3am my time.)

The other one is that I felt lithoids would starve to death because there's no mines on your homeworld. (They would really starve on Inflection Point.) You'd have to do what shattered ring does and sell your food to buy rocks.
I'll try to roll a lithoid start and see if it's okay tomorrow, if so I'll drop the restriction.

Questionable 16 Apr, 2020 @ 12:30am 
QQ: Why're Lithoids forbidden from taking this origin?
hanson825  [author] 12 Apr, 2020 @ 1:08pm 
@jweller12 if you have more info on other mods or what civics the AI empire in question was using, please comment in the bug reports discussion
Arti 12 Apr, 2020 @ 8:07am 
guys i can confirm, from the DESCRIPTION and from playing the game, this needs no DLC. please read the description! dont be "that guy"
Fred 12 Apr, 2020 @ 6:13am 
do i need Megacorp expansion? and same if i use the other one with the quest?