Stellaris

Stellaris

Ascension Planets Construction Situations (APCS)
172 Comments
TzarAnthony  [author] 7 hours ago 
@wayneofwilson
I'm not getting that warning. If you haven't tried unsubscribing and resubscribing, do that. If you have I have no idea I'm sorry
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
Si O'son 22 Sep @ 8:58am 
im not sure if its this mod but i cant make any agri worlds
Dr.Vaфе!ь 20 Sep @ 4:04am 
Can you place english translation placeholder into folder for russian language, all text and buttons just broken for me
doctornull 17 Sep @ 1:49pm 
Understood, and thanks.

I posted about the mods I use in the compatibility thead.
TzarAnthony  [author] 17 Sep @ 11:34am 
You can see the full list in the "Empire Design and Situation Choices" thread if you want spoilers for which civics/ethics/origins give which options
TzarAnthony  [author] 17 Sep @ 11:32am 
Nothing is exclusive to Remnants origin. Since for Remnants you are fixing your old Ecu which has some undefined characteristics of your past civilization, so you have the knowledge of your past civilization to build your Ecu however you want. All the picks have other civics, ethics, and/or origins they work with.

Unfortunately with how many of the Ascension Origins change or modify the traditions, and how some don't even require you to take the AP, its much better to target when the Ascension Buildings are available since everyone gets no matter their origin choice
TzarAnthony  [author] 17 Sep @ 11:25am 
It's currently limited to once each for Empire bonuses, so if you build your civics right you can get multiple. Changing that to only per option is a good idea for a setting, I'll work on adding that (and probably make it the default setting)

Considering the second part, I take it you mean untethering the Empire choice from the planet choice? I'm not sure about it. I'll have to give it more thought

I'm not going to add other no-civics options, but I am willing to consider compatibility. You can request it in the compatibility thread
doctornull 17 Sep @ 6:52am 
A few thoughts:
- Empire bonuses maybe only appear for my Capital itself.
- Empire bonuses might be limited to one per option, so I'm not choosing (best + most expensive) every time, but rather (this + normal) vs. (that + normal).

Regarding the choices themselves, I love a lot of them, but I don't like how many seem to be tied to the Remnants origin.
- Give choices based on my Ascension AP so that I can start building a thematic Ecu before completing the Tradition / situation / getting an Ascension government.
- Give more base choices so I can use non-vanilla Civics & Traditions and still get thematic Ecus.
MileyMan1066 16 Sep @ 1:23pm 
I think you cant go wrong so long as you make all the options available. Some tooltip notes about the power scaling and balance of each option would be good, especially for people trying out the mod for the first time.
TzarAnthony  [author] 15 Sep @ 10:44am 
Thanks! I'm glad the settings are working well for some balance!

Maybe I should just change the default settings? That might be better.

Set the default to no empire bonuses, half planet bonuses, and full job additions?
MileyMan1066 15 Sep @ 9:14am 
I have been playing with the bonuses turned down and the empire modifiers off, and I think that is more to my personal tastes. Love how thats been implemented!
TzarAnthony  [author] 14 Sep @ 11:03pm 
I would rather come up with something more thematic. The main problem with the thematic debuffs is its hard to make something that won't make players tunnel one resource harder.

E.g. if you pick alloy bonuses, what am I going to debuff? If its a different resource, you can pretty easily build around most of them and just hard focus alloys. If its alloys then I might as well just nerf the given bonuses.


I'll think about it between Silksong sessions. If you have an ideas for non-district reduction costs, please share


Also my worst Stellaris take is I prefer Ecus to Ring Worlds sooo I'm pretty happy with the Ecu overpowered meta
TzarAnthony  [author] 14 Sep @ 11:03pm 
Yes, please disable the bonuses if you don't like them at all.


If you do like them, but want them to be more balanced, it is something I've been thinking about, but coming up with good drawbacks is hard.


I'm personally not a huge fan of district costs for everything since I imagined most of these as like integrated infrastructure developments rather than standalone facilities and factories. I would consider maybe adding district costs as a setting?

I could also keep increasing and adding more and new upkeep costs. Especially now that they nerfed the ancient refinery, chemical upkeep would be harder hitting, but it still might be too easy to mitigate with the right tradition picks.
MileyMan1066 13 Sep @ 12:08pm 
I love this mod, however I agree with tipoima. The power it gives is frankly huge (and very fun!), but it should come with long lasting drawbacks, not *just* an upfront cost of some resources. I believe the opt in bonuses should come with much higher district reductions and/or thematic debuffs to the planet. I think the ones based on Ethics/Civics should be a bit more impactful still, but they indeed need real tangible drawbacks.
Fenrisúlfr 13 Sep @ 7:37am 
@tipoima, you can disable the bonuses at the start
tipoima 13 Sep @ 6:46am 
It's a fun mod on paper, but in practice it just gives already overpowered and meta Ecumenopoli a metric ton of both planetary and empire-wide bonuses that compeltely throw the game balance into the trash.
The bonuses should either take MUCH more districts away, or maybe get removed entirely.
LesserHellspawn 13 Sep @ 3:54am 
Update: Moved the mod all the way down, now it works. I'll play a bit to see if something else broke.
LesserHellspawn 13 Sep @ 3:37am 
So I have tried it multiple times now. Activate this mod, and right click options for ships don't work any more. Deactivate the mod, and it work. These are my modlis and load order, I hope someone can give me a pointer where the problem is here:

1. UI overhaul dynamic
2. Ascension Planets Construction Situation
3. Industrial Districts Re-Added [4.0]
4. Advanced Tech Tooltip
5. Special Systems Everywhere
6. Zellith's Habitat Demolition 2
7. Arc Furnace System Locator+
8. Thinner Aesthetic Borders
9. A Lot of Traditions - 16 Tradition Slots
10. Stealing Vassals
11. Planetary Build Tech Caps
12. Trade for Influence
13. Relic World Flavor
14. City World Flavor
15. A Lot of Traditions + UI Overhaul Dynamic
Fenrisúlfr 10 Sep @ 11:24am 
yeah i think all events have an auto select after 1-5 years, not sure what the timer is but i think at least a year
TzarAnthony  [author] 10 Sep @ 10:10am 
It does?? I didn't know that. I'll see if I can disable autopicking

Looks like they might be adding support for more situation approaches with the 4.1 update so if I can't, I can add a pause option at least
Fenrisúlfr 10 Sep @ 9:52am 
@TzarAnthony, after a while it will auto pick
TzarAnthony  [author] 10 Sep @ 9:40am 
If you want a specific result, the situation pauses, so you should be able to just wait until you have the resources, though you have to keep the popup open which is kinda annoying, but idk how to fix that

Not being able to sustain the cost is something I considered, but I think thats more of a consequences of your actions type thing. A lot of other situations in the game act similarly (or like the preFTL leader vs rebellion one are worse because they lock in your expenses).
Fenrisúlfr 9 Sep @ 6:33pm 
it would have a purpose but most people wouldn't need it
Fenrisúlfr 9 Sep @ 6:33pm 
@TzarAnthony, what if you cannot sustain the economy or you wanted a specific result but didn't have the resources, so you cancel it
TzarAnthony  [author] 9 Sep @ 6:10pm 
Aside from abandoning the planet, there isn't. Should there be? I've never had a reason to cancel Ecu construction
Fenrisúlfr 5 Sep @ 2:34pm 
sadly i don't think so
SP-Calamitas 5 Sep @ 12:05pm 
any way to cancel/stop the situation?
MileyMan1066 2 Sep @ 3:36pm 
Sweet, would hate to have to give one great mod up for another.
Fenrisúlfr 2 Sep @ 6:59am 
@TzarAnthony, when everything is somewhat finished, adding compatibility with the new ethics in ethics and civics classic would be nice (Ecocentrist having more nature preserved, Industrialist getting more forges, etc)
TzarAnthony  [author] 1 Sep @ 9:43pm 
@LesserHellspawn I think @Fenrisúlfr is correct since I haven't seen this issue whenever I played

@MileyMan1066 it should work fine, from what I know Ethic and Civics changes how the ethics and civics work, they don't change the ids so it shouldn't break anything
Fenrisúlfr 1 Sep @ 10:52am 
last time i played It seemed to work properly
MileyMan1066 1 Sep @ 10:17am 
Something tells me the Ethics and Civics Classic mod will break this horribly? If anyone knows, sound off!
Fenrisúlfr 30 Aug @ 3:00pm 
it also happens if you have multiple ships selected
Fenrisúlfr 30 Aug @ 3:00pm 
@LesserHellspawn, i think it is a base game issue, i swear I've experienced it without mods
LesserHellspawn 29 Aug @ 11:26pm 
I have to fiddle with the load order I guess. Fact: With this mod installed I had the problem, without it I did not. No other mods were changed to test that. There is probably a conflict somewhere.
TzarAnthony  [author] 29 Aug @ 9:48am 
@brokenhalosc0
PD Arc is fully compatible meaning it should trigger the situation

@MileyMan1066
Ty! I'm glad I thought to add variation to the choices you get. TBH I wish I added even more, but I ran out of ideas lol

@LesserHellspawn
I didn't change anything to do with that probably a different mod
LesserHellspawn 24 Aug @ 2:09am 
I wanted to try this out, but ran into a problem. With the mod loaded I no longer got the right click menus on planets/systems to tell construction/science ships what to build/do.
MileyMan1066 23 Aug @ 7:13pm 
this mod goes so hard. i was skeptical, but having built my first ecumenoplis with it just now, damn i am hooked. The way u can customize them is awesome, and the way the mod rewards you civic and gov choices is so cool. It adds SO much replay-ability to the game. S tier mod.
Fenrisúlfr 22 Aug @ 7:33am 
i think it should start a situation like normal arcologies
brokenhalosc0 22 Aug @ 7:26am 
quesion on compatibility does pd arcologies just not get a situation? or is acs supposed to be loaded before or after pd arcologies?