Stellaris

Stellaris

Inflection Point
74 kommentarer
Lasagna 31. okt. kl. 19:59 
this was an absolute must-have mod, hope it gets updated once post 4.0 stellaris basegame becomes more stable.
Via Noir 10. maj kl. 5:09 
@Hansetron
Awesome, I will be looking forward. I just started playing my cyberpunk criminal syndicate Earth with your origin mod. Love how challenging and immersive it is. Thank you for your work!
Hansetron  [ophavsmand] 7. maj kl. 10:36 
@Via Noir
They have changed a LOT under the hood for 4.0, so no, this won't work. I will update this mod & starscraper to 4.0 at some point, though.
Via Noir 7. maj kl. 5:35 
Thank you for this awesome mod. Do you think it will still work on 4.0.4?
Lasagna 1. juli 2024 kl. 20:02 
My favourite modded Origin, surprised Paradox never made a Ecu start but it probably overlaps too much with the remnants.
Nexus of Concordia 4. juni 2024 kl. 15:44 
Thanks for updating this to 3.12!
卡尔文迪斯梅特 22. dec. 2023 kl. 6:34 
Allein 6. dec. 2023 kl. 12:39 
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 kl. 12:38 
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!
Hansetron  [ophavsmand] 27. okt. 2023 kl. 14:12 
@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. okt. 2023 kl. 8:49 
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 kl. 9:16 
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 ;)
Hansetron  [ophavsmand] 16. dec. 2021 kl. 16:37 
@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.
Hansetron  [ophavsmand] 16. dec. 2021 kl. 14:22 
@Fetfrumos I'll check it out
Fetfrumos96 16. dec. 2021 kl. 1:25 
Please update your mods, the launcher swears a lot and the game crashes when I load your mods. Please, can you fix your mod, the mod does not want to work correctly in the new version 3.2
Fetfrumos96 10. dec. 2021 kl. 12:34 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Hansetron  [ophavsmand] 18. sep. 2021 kl. 14:50 
@SargR it'll probably be updated today, I'm testing the changes now.
SargR 18. sep. 2021 kl. 14:36 
i hope it get updated
SpaceHamster 12. sep. 2021 kl. 7:43 
Could you make a version with fortress ecumenopolis?
Scurek 28. maj 2021 kl. 9:44 
Great mod, I really like how it forces you to make due with the unconventional starting kit. If I had to make some criticism it would be that it could be more visible that a decision is required to restore the ecumenopolis, and that the planet feature you gain as a reward gives you strategic resources for one of each district. But maybe I'm just blind.
Hansetron  [ophavsmand] 18. maj 2021 kl. 15:53 
@Ellopuppet
While I understand your frustration, this is intended to be a challenging origin. It's not as big a disadvantage as one might think, though - you should be using trade value and station mining to work around the worst problem areas. (Buy what you need!) All you need to do is settle a colony; the rest will fall into place. Remember, you start with extra pops to help out! You can even move pops offworld if you need.

Are you vulnerable to early aggression? Sure. But who isn't.

In 3.0.3 beta the origin actually becomes much easier with the doubling of clerk trade value. Not sure how I feel about that. If you have a number of trade bonuses as well, that also makes things a lot easier on you.
Ellopuppet 18. maj 2021 kl. 12:55 
yeah i love this mod but i think the debuffs get a little much i would try to go more with using blockers to counter the buffs of the Ecumenopolis, have the debuffs counter the buffs, or possibly give some technologies in the beginning because how it is it puts you at a fairly big disadvantage.i know there is the skyscraper one but i prefer the concept of this one
Hansetron  [ophavsmand] 15. apr. 2021 kl. 20:24 
@Sjru Yes, I am working on updating this. There are a LOT of changes to go through.
Sjru 🐲 15. apr. 2021 kl. 20:09 
Will this be updated¿
PAL 5. apr. 2021 kl. 17:59 
Not trying to grammar nazi you but rather get you to rewatch a classic with subs on. Waller is one of those moves I believe is better with subs on.
PAL 5. apr. 2021 kl. 17:58 
@Lone_Wander

I uhh recommend you rewatch Wall-E with subs on. Because he didn't say "Frontier" he said 'Fun-tier'
Wanderer101 27. jan. 2021 kl. 22:01 
Too much garbage in your face? There's plenty of space out in Space! BnL Starliners leaving each day! We'll clean up the mess while you're away!

"Because at BnL, Space is the final frontier!"
- BnL CEO Shelby Forthright
Maty83 27. dec. 2020 kl. 2:03 
Awesome mod, though there are some parts I'd like to give feedback on.
A couple things which could be improved upon.

First, what if lithoids were allowed with this start and instead got "Mineral processing centres" for the ecumenopolis, creating miner jobs? With this start your minerals never quite drop below 0, but you suffer heavily for energy.

Second: Research. Even a broken Ecumenopolis is insane for research benefits. +20% research from the get-go is the only thing that can really be overpowered about this origin (I've out-researched GA AIs within 30 years of game start without cheezing anything). Instead of the resource shortages as they are, I'd go like this: -15% to tech/alloys/CGs -> -25% -> -40% This would make it a relatively challenging origin and hammer the "Gotta expand fast" point home.

Third: Arcane Generator seems to give minerals back instead of the energy upkeep. Minor thing, but noticeable.

Great job making it
DarthImperious 11. dec. 2020 kl. 7:20 
Hey, I wanted to come over and say good job on making a balanced Ecumenopolis start! I wasn't really sure it could be possible without ruining the fun of starting on an Ecumenopolis, but you managed to do it! If anything, I'd say it's weaker than some of the default origins (which is fine), but not weak. I only played 30 years, so it may be a bit OP once you've restored, but that's kinda the point, otherwise you'd just play Remnants.
Hansetron  [ophavsmand] 2. nov. 2020 kl. 14:05 
@The King in Yellow
This should work in 2.8 already, but i am working on a few bugfixes for my various mods and then i will push the update.
Hyadia, The King in Yellow 2. nov. 2020 kl. 10:06 
2.8?
MadeinCanada 17. juni 2020 kl. 0:46 
@hanson825 Thank you!
Hansetron  [ophavsmand] 16. juni 2020 kl. 15:07 
@MadeinCanada10 As long as you give me/this mod credit, feel free.
MadeinCanada 16. juni 2020 kl. 12:39 
Hello, may I use some parts of this mod in my mod? Of course, I'll edit the localisation and stuff, but I found this mod is similar to an origin I'm adding in my mod. I won't use it if you don't want me to.
Thank you
KillerPiñata64 13. maj 2020 kl. 13:00 
@hanson825 Thanks!
Hansetron  [ophavsmand] 13. maj 2020 kl. 12:24 
@KillerPinata64
They made some other changes to districts and Csus belli that I'm trying to fix in other mods, but I'm glad it seems to work okay. I'll do my best to get this updated to 2.7 so the little red warning triangles go away for you all :)
KillerPiñata64 13. maj 2020 kl. 11:48 
As far as I can tell this works with 2.7.
Maty83 23. apr. 2020 kl. 1:02 
Thanks for the answer. I was looking for it so no AI randomly generates it and then crashes their economy. o7
Hansetron  [ophavsmand] 22. apr. 2020 kl. 14:34 
@Maty83 It's set so that it will never randomly roll for the AI, because while the AI is capable of doing the tasks, I'm not savvy enough on AI to force them to do the special project required to end the event chain.

That's why this mod is much better for the AI:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2052764610
It's an identical setup, except they don't have to do the event chain, so they won't crash themslves. (Both of these mods are compatible with each other, you don't have to use only one.)
Maty83 22. apr. 2020 kl. 13:07 
Hmm. Is this one blocked off for the AI then? I wish to start a modded playthrough and I wonder if this is the same thing as Doomsday since the AI handles it poorly.
Hansetron  [ophavsmand] 22. apr. 2020 kl. 12:53 
@Maty83 For our Artifically Intelligent friends, I recommend using my Starscraper mod. It's the "Simple Version" linked in the description of this mod. It's a more straightforward Arcology start, but the +50% growth is blocked off until antigrav engineering.
Maty83 22. apr. 2020 kl. 6:43 
I wonder, how well does the AI handle this? I'd like to use it for a faction in a custom playthrough.
ajacksonian 15. apr. 2020 kl. 9:47 
I always wondered what it would feel like to live on Trantor after the fall of the Galactic Empire, a few generations down the road. Once the glory planetary city of an Empire, then down to a few farmers and scavengers in the ruins after it fell.
Hansetron  [ophavsmand] 14. apr. 2020 kl. 20:44 
@BeatrizFrance
No, it removes the penalty modifiers on the planet, and adds a special pair of planetary features - one replaces "Decrepit Urban Corridor" with "Peerless Megalopolis," which adds 5 district slots instead of takes them away. The other is the "Plentiful Stockpile," which works like the Arcane generator on the shattered ring origin - it pays the rare resource upkeep of up to 1 of each district. (You have to build the district to get the resources, that's why it doesn't show right away.)
You are also rewarded with 50 exotic gas, crystals, and motes, so you can afford exactly 1 of each district.

The two blockers that can be cleared with tech remain there, but you already have weather control systems unlocked, and Antigrav engineering is the next tech after that.
BeatrizFrance 14. apr. 2020 kl. 20:30 
When you rejuvenate the planet, does it stop being an ecumenopolis?
LordHighPing 10. apr. 2020 kl. 13:15 
capitalism moment
Txeptirea 10. apr. 2020 kl. 12:35 
This is such an awesome idea for an origin! It feels WAY more balanced and fun than the shattered ring.
Spirit 9. apr. 2020 kl. 18:36 
time to build the galactic rep ... i mean the first GALACTIC EMPIRE !
ekoparker 8. apr. 2020 kl. 16:17 
This is genius! I've wanted this since megacorp came out!
Allein 8. apr. 2020 kl. 15:14 
I mean, there is a Ringworld start so this is basically the same except you're having to expand to get food instead of minerals.