Stellaris

Stellaris

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Ascension Planets Construction Situations (APCS)
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5 Jun @ 12:43pm
22 Sep @ 11:56am
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Ascension Planets Construction Situations (APCS)

Description
The Arcology Project decision now starts a situation for the planet to transform the planet into an Ecumenopolis, so you can continue creating buildings on your planet while it transforms just like Machine or Hive Worlds. Hive and Machine worlds can now be improved!

If you have an existing save, please use the Mod Compatibility decision to update the new features, otherwise you may be missing content!

See the screenshots for the updated deposit production figures; empire modifiers are only added once unless under the ALWAYS column. ALWAYS planetary modifiers are not removed when toggling off planetary modifiers but are heavily reduced.

中文翻译由我的朋友(和DeepL)提供


Ecumenopolis Construction Situation:
The cost for enacting the project is reduced from 20k Minerals and 200 Influence to 8k Minerals and 200 Influence. The cost difference is made up with a situation upkeep costs.
  • Standard Deadlines: Finishes in 10 years if used the whole time
  • Accelerated Deadlines: Finishes in 7 years if used the whole time
  • Extreme Deadlines: Finishes in 5 years if used the whole time

Most of the situation choices are tied to your Ethic, Civics, and Origins selections!

The Research / Education options are limited based on the Leaders on your council instead of Ethic, Civics, and Origins. You need 2+ associated leaders on your council to prompt the option (Ruler does not count). See Empire Design Spoilers Here

Ascension Cities are not shown in the images above as there is too much variation. They essentially give you an extra ascension building, including all its bonuses, as a Planetary Deposit.
  • Cybernetic gets an additional Augmentation Center.
  • Psionic gets an additional Covenant Building.
  • Biomorphosis gets an additional Genomic Research Lab.
  • Synthetic gets an Identity Complex.
  • Nanite Machines get +3 nanites, miner, farmer jobs, +0.5 nanites per 100 miners, and +0.5 nanites per 100 miners
  • Modular Machines get roboticist / replicator jobs and increased automodding
  • Virtual Machines get -30% pop amenities usage, and +10,000 amenities


Hive and Machine World Improvement Situation:
After terraforming (or finding) a Hive or Machine world, you now have the opportunity to improve it via the "Improve Machine World" or "Improve Hive World" decision.

All of the choices are driven by origins and civics (hive occasionally has an additional lithoid vs biological requirement)
See Empire Design Spoilers Here

The Ascension deposits for Hive and Machine worlds are similar too the ECU ones.

Enacting the project is costs 100 influence. The approaches and effects are outlined below:
  • Standard Deadlines: Finishes in 6 years if used the whole time
  • Accelerated Deadlines: Finishes in 4 years if used the whole time
  • Extreme Deadlines: Finishes in 2 years if used the whole time


Ecumenopolis Refurbishment Situation:
If you conquer or find a premade ecumenopolis without the improvements from this mod, you can launch a refurbishment situation to update the old ecumenopolis to be shiny new and improved!

Enacting the project is free, and the Deadline approaches cost the same as the Construction Situation, but without minerals.
  • Standard Deadlines: Finishes in 2 years if used the whole time
  • Accelerated Deadlines: Finishes in 1.5 years if used the whole time
  • Extreme Deadlines: Finishes in 1 year if used the whole time


DLCs:
Megacorp is needed if you want Ecumenopoli
Megacorp is needed if you want Relic Worlds
Utopia is needed if you want Hive Worlds
Synthetic Dawn is needed if you want Machine Worlds


Load Order & Compatibility:
Not compatible with other mods that change the Arcology Project decision

ECS is fully compatible with the mods listed below; load ECS below the mods listed here:
Real Space - New Arcologies
Planetary Diversity - More Arcologies
Relic World Flavour
Feature Preserver
Note: if you add either of the above mods after generating the galaxy, please use the Mod Compat Refresh decision to ensure the security and the continuing stability of your modded galaxy

ECS is likely compatible with the mods listed below:
City World Flavour: Not fully tested, but I haven't seen any issues so far


Overrides:
Arcology Project Decision - changes effect to trigger the situation
  • decision_arcology_project
Restore Ecumenopolis Decision - changes effect to trigger the situation
  • decision_arcology_project_relic
Orbital Ring Modules - added effects from the final decision in the situation to the modules.
  • orbital_ring_habitation
  • orbital_ring_shipyard
  • orbital_ring_gun_battery
  • orbital_ring_missile_battery
  • orbital_ring_hangar_bay
  • orbital_ring_hatchery
  • orbital_ring_beastport
  • orbital_ring_vivarium_tank
Biologist to Ranger Conversion - to make ecu ranger building convert biologists to rangers
  • biologist_is_ranger_trigger


Future Plans:
Expansion for Capital and Sector Capital special features based primarily on origin and authority - ah, more work for me to do eventually 🙃
Popular Discussions View All (6)
28
5 Aug @ 2:54pm
PINNED: Bug Reports
TzarAnthony
20
22 Sep @ 12:14pm
PINNED: Compatibility
TzarAnthony
2
19 Sep @ 5:01pm
PINNED: Empire Design and Situation Choices
TzarAnthony
171 Comments
wayneofwilson 8 Oct @ 10:38am 
Why is this mod missing a descriptor file?
PLA Gen.张 4 Oct @ 4:23pm 
I don't know what each option that in "ecs_menu" represents. Can youe tell me? @TzarAnthony
A-Sartek 28 Sep @ 4:42am 
@Zerox
I think that if you use base game ethics you'll still trigger specialized event options but if a civic or ethic is not accounted for, then you'll only have normal non-specialized options. Somebody would have to add more options for each new ethic or civic, in other words I don't think there is a conflict but obviously this mod is not responsible for fleshing out other mods.

@TzarAnthony
Silksong is great so that is certainly understandable. I just finished a 100% run and now I'm tempted to do a Steel Soul run
Zerox 28 Sep @ 3:32am 
If I use a mod that adds ethics like Bug Branch, does it conflict with the situation choices you described?
TzarAnthony  [author] 22 Sep @ 12:04pm 
4.1 partial update is out (I haven't added psionic support for machines and hives yet - too busy playing Silksong)
TzarAnthony  [author] 22 Sep @ 12:02pm 
Ah interesting, I pretty much never pick remnants. I pretty much only pick a meta origin, KotTG (which is meta now lol), under one rule, or an ascension origin
doctornull 22 Sep @ 11:45am 
I understand.

For me, Remnants is my go-to "easy" start because of the tech boosts and fast Ecu even in vanilla, so I'm always torn between wanting cooler APCS situation effects or playing "harder" (for me) origins.
TzarAnthony  [author] 22 Sep @ 11:37am 
While technically that makes sense, from a design perspective, I like the greater incentive to pick remnants the way it is now.

I would do the anyone can pick anything for relic worlds specifically part, but I think too many mods add relic worlds so I'm inclined to not do it, but its a maybe on this suggestion
doctornull 22 Sep @ 11:09am 
One suggestion -- how about instead of special unlocks for Remnants, just check if the target colony is already a Relic World?

Then Remnants gets special unlocks early (which is strong and good for them) but only on their Relic worlds, not their normal worlds via Arcology Project, and other empires get special unlocks on Relic Worlds too.
TzarAnthony  [author] 22 Sep @ 10:12am 
@ Dr.Vaфе!ь done, it'll be in the next update

@Si O'son like from RS Arc? I'll check if they changed anything before pushing this general update