Stellaris

Stellaris

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Ecofuturistic Cityscape
   
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9.581 MB
31 Jul, 2019 @ 1:41pm
13 Aug, 2019 @ 3:19pm
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Ecofuturistic Cityscape

Description
Confirmed to work perfectly fine for v.2.7.2! It only says "outdated" in the launcher because the mod was created for an earlier version, however as far as I know there are NO BUGS. Do let me know if there are any. Unfortunately, updating mods made with the old Stellaris launcher is not possible as far as I know and I would have to upload the mod again, however seeing as nothing is broken this is unnecessary.

Ecofuturistic Cityscape
I always thought the cities in Stellaris looked a little bit too "sterile" or pure-concrete. Personally, I was always a fan of green-city concepts, where cities have large amounts of foilage and such to make them more pleasant, make the air cleaner, less noise pollution etc.

So I added some green.

Based on the "militarist" cityscape from AlphaAsh's CityScapes (2.0/2.1). Plenty of cityscapes there. Check it out.

Includes "devastated" graphics so that when planets get bombed the cities should properly show up as damaged and smoking alike the vanilla cities.

Now also with "City Planet" textures so you can have whole Ecumenopolis worlds with lush green cities! Currently the blue parts will display as lights (glowing) rather than as rivers as originally intended. But maybe you will prefer it that way.

Special thanks to Mario0244 for providing the Ecumenopolis planetary_entities.asset required for the textures to show properly!
77 Comments
Doctor Verum  [author] 24 Oct @ 4:53pm 
@Beast-Storm Ah, yeah I haven't played Stellaris in some time. I just use the profile, really.

Whenever I do decide to play it again, I might update this. It's also possible there are others who have updated this. All of it is free to use as you see fit, so if anyone feels like updating, modifying or re-using this, go wild.
Beast-Storm 24 Oct @ 4:19pm 
Their is a glitch in 4.1 I heard outdated city sets looks shrunk due to changes in graphics code of 4.1

Just thought I let you know @Doctor Verum
[D]Mit. 29 Nov, 2024 @ 1:18am 
works just fine with 3.14
Beast-Storm 22 Oct, 2023 @ 3:45pm 
Never mind it still works in my downgraded version 3.6.1

Can't say for sure if it work for 3.9 or 3.11 but as long as the devs leave the graphics alone for the Ecumenopolis this mod should still work no matter what version the game is
Beast-Storm 19 Jun, 2022 @ 2:17pm 
Has anyone checked to see if this mod works for 3.4.4???

Just curious
Doctor Verum  [author] 10 Oct, 2020 @ 4:38pm 
@Eldrinn Yes of course, but this only works on your PC. You have essentially modified the mod files you downloaded. This file on this page is stored on Steam's servers - the one people subscribe. I could also easily change the version type in the mod file, but the problem is that I have no easy way to upload it to Steam's servers without creating a whole new mod. The workshop upload is done through the launcher, and because the launcher has changed since I last uploaded this mod, I have no easy way to update it via the launcher - only upload it again.
Eldrinn 10 Oct, 2020 @ 2:22pm 
@Doctor Verum I indicated version 2.7.2 in the descriptor and the launcher does not swear at the mod
Doctor Verum  [author] 10 Oct, 2020 @ 2:08pm 
@Eldrinn the problem is that Paradox changed the launcher of Stellaris. Because mods on Steam are updated through the launcher by simply uploading the same mod again - that way it just changes the files of the mod that is uploaded. Because the launcher doesn't recognise old mod files as being uploaded already, it will just upload the mod as a new one.

That being said it might be possible to bypass by modifying the descriptor to make the launcher think the mod is this one, but it just seems like a lot of work for no real purpose to me.
Eldrinn 10 Oct, 2020 @ 1:57pm 
Isn't it enough just to specify the new version in the descriptor?
Doctor Verum  [author] 3 Aug, 2020 @ 8:46pm 
@Corey.young I figure that is a problem, yes. I think this is because the textures for the city-planets are treated as ship textures. Although I can't do much about that, someone with a bit of skills could easily replace the textures of a copy of the shipset they want. Ex. if you want fungoid ships, you could replace the textures (or perhaps easier to copy the entire set into a separate mod) and then replace the textures. I don't have the skill required to bypass this system to make the textures apply universally regardless of shipset, though, sorry about that.

I'm glad you appreciate the mod! It's fairly simple and shouldn't be much affected by updates.