Stellaris

Stellaris

Arcologies
193 Comments
Sidewinder Fang  [author] Jul 29 @ 3:42pm 
@eqN It should if PD arcologies still work how I think they do, Gatekeeper updated all his PD mods a while back to function as artswaps and modifiers rather than different planet types, so in game terms they should still be the same as vanilla arcologies.
It's UwU Jul 22 @ 10:35am 
might i offer a suggestion?

Oppressive Autocracy with Aristocratic Elites should have an Arcology. it can add like 200 elite jobs, with an output of 10 - 50%, but to offset that, specialist have an upkeep of 200%.
eqN Jul 4 @ 3:46am 
Is it safe to assume this still works with PD Arcologies? Thank you!
Sidewinder Fang  [author] May 21 @ 5:14pm 
@Aech They're the same size but the Arcologies get more bonuses from tech and give more bonuses to other things.
Aech May 19 @ 2:35pm 
but the normal houses are bigger, no ?
Saxon  [author] May 18 @ 12:46pm 
The mod has been updated thanks to the amazing contributions of Sidewinder Fang! We will update the mod page to refflect the massive changes that took place due to how drastically the 4.0 release changed the game. Never forget that the worm loves you!
Sidewinder Fang  [author] May 17 @ 10:08am 
@Nanao-kun Personally I feel like making it a district specialisation would be a bit reductive, it would limit what an arcology could do and it'd be hard to differentiate it from the existing urban district specialisation.

Don't worry, me and Saxon are cooking something up, it's just taking a bit longer than expected due to unforseen circumstances.
Nanao-kun May 13 @ 10:52am 
I think it'd be interesting to have an Arcology as a district specialization.
Saxon  [author] May 4 @ 11:43am 
Just a warning ahead of time. As many of you know there is a HUGE update coming out. And from the looks of it this mod is going to be bricked because of it. We (@Sidewinder Fang in particular) are already planning how to proceed. Sadly the beta is too much in flux at the moment so we'll have to hit the ground running once the official release hits.
Saxon  [author] Nov 1, 2024 @ 10:53am 
This mod has been updated. No changes were made.
Sidewinder Fang  [author] Oct 26, 2024 @ 1:35pm 
PD arcologies updated to be a planet modifier rather than a planet type, they're now compatible with this mod, I checked.
Ciaphas Cain May 7, 2024 @ 11:20am 
Yeah a PD patch would be sweet. Also not sure if this would require an update to 3.12 or not?
borsk Oct 20, 2023 @ 5:04pm 
are there any compatibility patches with PD-more arcologies?
CTH2004 Oct 4, 2023 @ 6:40am 
great (:
Saxon  [author] Oct 2, 2023 @ 12:16pm 
Sorry for the long silence! I've updated this mod to the 3.9 version of the game. I've simply renamed administrators into politicians so that they can now hog the prime real-estate in all of our fancy towers.
Beast-Storm May 28, 2023 @ 4:55pm 
The Ruler Class Citizens are no longer in the game, the Dev's have removed it to make way for an overhauled leader system, so this mod is broken so long as the Ruler Class job positions remains on this mod

Just a heads up @SAXON
CTH2004 Mar 30, 2023 @ 8:14am 
Here's an idea: WIth Voidborn, you can upgrade spires to T2 on habbitats. (Unless I missed it, and you can't build it without Voidborn. Voidborn is always one of/ my first AP)
Grunt4life Jan 29, 2023 @ 8:25pm 
Update?
Beast-Storm Nov 26, 2022 @ 4:32am 
Question: Could you a Lithoid version of a Spire? if possible
Walker Oct 16, 2022 @ 6:07pm 
this is a nice mod, are you still going to update it?
Spotblur Aug 21, 2022 @ 1:11pm 
I forgot to mention a couple weeks ago that the Ruler Jobs (Science Directors) started showing up. Not sure why it started working, but I've had no problems since.
Spotblur Jul 29, 2022 @ 6:34pm 
@Saxon, thanks for the response. I just double checked. Luxury Spires are only add Clerk jobs for me. The only mod in my modlist that I can think of that might be conflicting is possibly Stellaris Evolved.
Saxon  [author] Jul 28, 2022 @ 5:41pm 
@Spotblur, The Luxury spires are supposed to add 2 administrator jobs by default. However for megacorps, exalted priesthoods, aristocratic elites, merchant guilds and technocracies they add 1 administrator and 1 high priest/noble/merchant or science director. Can you double check and confirm that this is not the case for you?
Spotblur Jul 28, 2022 @ 5:20pm 
I noticed that in the mod description here, Luxury Towers/Spires are supposed to add Ruler jobs. However, which Ruler Job is added isn't specified here, and in my current game, no Ruler Jobs are being added by the Luxury Towers/Spires. What jobs specifically are the towers supposed to add?
Speedyquader Jun 26, 2022 @ 2:02pm 
This mod doesn't seem to be super compatible with Gigas - the extra types of ringworlds don't get the larger arcology sizes: Equatorial Ringworld, Virtual Reality, Machine Ringworld(might not be from Gigas, idk), and Alderson Disks. Haven't used a Birch World, but I doubt it gets the larger arcology sizes either.
A-BOMB 2012 Jun 8, 2022 @ 7:15am 
Is there a way for you to make it compatible with the More Arcologies mod for Planetary Diversity. Right now it doesn't seem to recognize any of the non-standard ecuminopoli as ecuminopoli.
Saxon  [author] Jun 7, 2022 @ 2:47pm 
@SargR, I'm not familiar with that mod. But since this mod mod only adds a few buildings without changing anything about the game I don't see how this one would compete or conflict with the Giga arcologies.
SargR Jun 7, 2022 @ 11:02am 
Is this compatible with gigas? Would building arcologies restrict building gigas orbital arcologies?
Saxon  [author] Jun 6, 2022 @ 6:26pm 
I've updated the mod to be compatible with version 3.4 of Stellaris.
Saxon  [author] Jun 6, 2022 @ 6:03pm 
@Biały Chomik, I had to change the residential spires quite a bit because they were very unbalanced. You can now only build a single one per planet, and their main purpose is to give a big boost to the percentage of housing on a planet. I've broken the towers down into three "stages" because an orbital habitat shouldn't have the same amount of space that a ringworld does, etc.

I didn't want to screw over the players who had already built them in the old version. So as a compromise I have turned them into "withering spires" with the same stats, but with a lore-friendly description explaining that these are relics of the past which can no longer be created in such large and game breaking numbers. Enjoy them while they last!
Valtiel_The_First Jun 6, 2022 @ 6:08am 
please update
jht_89 May 13, 2022 @ 1:53pm 
Is this mod still compatible with the latest version of Stellaris?
TrueGuardian32 Apr 9, 2022 @ 8:37pm 
I like this mod
Walker Mar 7, 2022 @ 5:30pm 
Does this mod still work?
SpaceHamster Feb 9, 2022 @ 2:34am 
what happened to residential spires? All of them have changed into weathering residential spires
Saxon  [author] Dec 31, 2021 @ 7:10am 
I've started a community discussion where I would like to discuss the rebalancing of this mod. It is FAR too overpowered with the current numbers, but I'm hesitant to make any significant changes before consulting you all. If you enjoy this mod and have the time, I invite you to take part in the discussion: https://steamcommunity.com/workshop/filedetails/discussion/1843305631/3200369647708944864/
Saxon  [author] Dec 30, 2021 @ 8:59am 
@Rio_Mizuhoshi, I was hoping for another translation from you, and here you are! :-) Thank you very much for your time and effort. I will be sure to add a prominent link at the top of the mod description linking to your language mod as per usual.
Rio_Mizuhoshi Dec 30, 2021 @ 5:44am 
I've also created this Japanese language mod, and I'll leave you with the URL.
https://steamcommunity.com/sharedfiles/filedetails/?id=2700638857
Saxon  [author] Dec 29, 2021 @ 8:37pm 
I'm open to any and all feedback/criticism. And I'm especially keen to hear any suggestions regarding the balancing. I'm considering heavily reducing the amount of housing the arcologies generate now that their purpose has been redefined to reduce pop housing usage on the entire planet. Let me know what you all think!
Saxon  [author] Dec 29, 2021 @ 8:31pm 
I have also expanded the arcologies into three stages with Orbital Habitats only being capable of building the smallest and the largest requiring either a Ring World or Ecumenopolis. So no more plopping down multiple towers on Habitats or Rural Colonies. These changes are intended to more accurately reflect how urban planning works.
Saxon  [author] Dec 29, 2021 @ 8:27pm 
Arcologies are now a hybrid between a building and a district, requiring both a building slot and a district slot. You can also construct only 1 per planet and the purpose of the arcologies has shifted towards reducing pop housing usage at a planetary level.
Saxon  [author] Dec 29, 2021 @ 8:21pm 
This mod has now been updated. Because there have been significant changes I have taken measures to ensure that no one loses the buildings which they had already constructed in any on-going games. I'll refer to these as "legacy buildings". Legacy buildings are now very overpowered but aren't removed from the game. And you can't produce any new ones. I've slightly altered their descriptions in-game so that you can tell them apart and roleplay the in-game changes (such as "Weathering Residential Spires").
Saxon  [author] Dec 29, 2021 @ 7:59pm 
@Naik21, Sorry that it took so much longer than expected. I have finished the update and created a new topic for your Russian translation. https://steamcommunity.com/workshop/filedetails/discussion/1843305631/3200369647703567910/
Naik21 Dec 19, 2021 @ 6:28am 
throw off the localization as soon as I have free time I will translate
Naik21 Oct 13, 2021 @ 10:16am 
Hello, I have a question, is it possible to prohibit the construction of residential spires on orbitals or to make an analog for them?
Booperius Sep 29, 2021 @ 3:53am 
Personally feel the Residenial/Communal spire should have its clerk jobs tuned down to at most 10.

Also want to report a bug; none of these buildings it seems are in the correct building category (Housing) so they don't show up at all in any list except "All".
Megatronus V Sep 16, 2021 @ 11:27pm 
Does this require an update for 3.1?
Naik21 Jul 24, 2021 @ 3:41am 
thanks
Saxon  [author] Jul 23, 2021 @ 1:53am 
@Seelenschwarz, yes that is definately planned for a future update, and it should be easy to implement on my part. @Naik21. Sure, I will consider adding a lower-capacity analog. Or maybe I could make it so that only a maximum upgraded habitat is able to build them. I'll put it on the list.
Naik21 Jun 12, 2021 @ 11:36am 
Hello, I have a question, is it possible to prohibit the construction of residential spires on orbitals or to make an analog for them?