Stellaris

Stellaris

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Majere Apr 2, 2023 @ 7:14am
Relic Worlds are very weird.
This only really struck me today, but Relic Worlds are truly bizarre. They come with blockers that have to be removed to get access to things like solar farms, which give you something like 6 generator districts, or mining tunnels that seal off minerals, etc. These are supposed to be left over from the previous civilisation.

Then you can do 'restore ecumenopolis' to go full Corsucant on the place, and instead of those solar farms being rebuilt, they go up in a puff of smoke and the new world can't generate any energy at all. Is that weird? Am I weird?
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Showing 1-9 of 9 comments
Mazey Apr 2, 2023 @ 7:15am 
It is weird.
alangriffith Apr 2, 2023 @ 7:23am 
I mean, you turn the whole planet into a city, that planet-city needs power. The solar farms aren't giving you energy credits anymore because they are powering the city.

Did you think planets with no energy generating districts are running space-age research/trade/whatever with no electricity?
Mazey Apr 2, 2023 @ 7:48am 
Originally posted by alangriffith:
I mean, you turn the whole planet into a city, that planet-city needs power. The solar farms aren't giving you energy credits anymore because they are powering the city.

Did you think planets with no energy generating districts are running space-age research/trade/whatever with no electricity?
No, they get them from your other planets. Every single building and district has an energy upkeep. Which is supplied by your energy planets.
Wraith_Magus Apr 2, 2023 @ 8:26am 
That's true for normal planets, but the ecumenopolis is supposed to be built out of a planet with every district already turned into a city district. You could maybe squint and say that an ecumenopolis has a base upkeep of, say, 30 energy, and also supplies 30 energy invisibly, and just doesn't report that to you.

In general, the problem is more that an ecumenopolis is weird than that a relic world is weird. Relic worlds behave like normal worlds, it's the ecumenopolis that has a planet-wide city even before you start building anything on it.
CrUsHeR Apr 2, 2023 @ 8:39am 
Energy districts produce very very little resources, compared to an ecumenopolis generating like 2-3k trade value (on top of what its districts and buildings are producing)

If you ever decide to leave 1 relic world as it is, then only for the archaeostudies faculty building (and possibly the 8 extra researcher jobs).
Last edited by CrUsHeR; Apr 2, 2023 @ 8:41am
Wraith_Magus Apr 2, 2023 @ 10:41am 
Actually, trade is a funny thing, itself. I get that energy = money in this game, but if your empire owns all the power plants, where is the trade district generating all this extra energy from? It's not a fiat currency, they can't just print energy. There logically has to be some extra energy being produced outside government control for trade producing energy credits to make any kind of sense. (Maybe that's why generator districts have an extra job if you're a hive mind...)
Majere Apr 2, 2023 @ 10:54am 
Well, at least it makes more sense than Culture in SOASE.
Oxygenus Apr 2, 2023 @ 11:16am 
Originally posted by Wraith_Magus:
it's the ecumenopolis that has a planet-wide city even before you start building anything on it.
You get +20 slots unlocked buff, so i guess all the infratructure (weather control, antigrav, transport system and so on) is already there to support all that stuff.
Sabaithal Apr 2, 2023 @ 12:59pm 
Presumably all the solar panels were inadequate to power an entire city planet once it was restored. IE, they are still there, just not producing net positive anymore if you wish to think about it like that.

That, or it was a way to balance the relic world start origin.
Last edited by Sabaithal; Apr 2, 2023 @ 1:00pm
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Date Posted: Apr 2, 2023 @ 7:14am
Posts: 9