Stellaris

Stellaris

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Ruined Ecumenopolis
 
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File Size
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31.880 MB
Jan 24 @ 7:02am
Feb 18 @ 2:57pm
6 Change Notes ( view )

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Ruined Ecumenopolis

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Description
This mod adds two new systems that randomly spawn on Galaxy Generation. Each system contains a ruined ecumenopolis that you can restore, much like the systems containing ruined megastructures.

About
The systems in this mod spawn with a similar rarity to the ruined megastructures, and provide the same functionality. When you claim the ruined Ecumenopolises you have a Decision available to restore them once you attain the prerequisites for the Arcology Project Ascension perk, just like the ruined megastructures, which only require Mega Engineering and not the Galactic Wonders ascension perk.

The ability to restore the ecumenopolises has the same conditions as constructing one. The decision is unavailable to empires that are irregular (Hive minds, Machines) or empires that have the Agrarian Idyll civic. The AI should also take advantage of these worlds if they have them within their borders, however this is untested currently.

The ruined ecumenopolis worlds are not habitable, but become ordinary ecumenopolises when restored. The newly restored ecumenopolises have the same behavior as the First League Homeworld; 20 of the 25 districts are blocked by ruined Arcologies. The First League Homeworld has not been changed to a ruined ecumenopolis.

There is also a version that provides 100% spawn chance here

Changes
  • Adds a Ruined Ecumenopolis
  • Adds a Molten Ecumenopolis
  • Adds two random systems that spawn on galaxy generation
  • Adds the Arcology Restoration Project Decision

Other mods

Compatibility
This mod makes no changes to any Stellaris files, only additions. This modifies the Checksum thus is not achievement compatible. If it is not compatible with a mod let me know.

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16 Comments
SurrealMonk Mar 26 @ 7:34pm 
Do the ruined ecumenopolises give the same bonus to discovering the megaengineering tech as the regular ruined megastructures?
JDawg147 Mar 3 @ 3:28pm 
Cool, and great mod btw
Sam_  [author] Mar 3 @ 2:56pm 
They are unnamed, so they use the random name pool.
JDawg147 Mar 3 @ 2:15pm 
Just a little question, what are the names of the systems the ruined ecumenopolis spawns in?
Sam_  [author] Feb 19 @ 2:54am 
I used paint.net to edit the original texture of the ecumenopolis, cut holes out of it, used the ruined ringworld textures as a dark background for those holes (or the molten world in the case of the molten ecumenopolis). I used various filters and techniques to rough them up some more and add scorch marks, and manual detailing to damage the major features.

You also need to edit bump maps and specular maps, but since I sourced textures from the base game I can mostly chop and change the corresponding bump and spec maps from the textures I used.
ThatRedGuy Feb 19 @ 2:36am 
How did you make the textures?
Sam_  [author] Feb 1 @ 3:47am 
The ecumenopolis should now appear on the expansion planner.
Kyllian Feb 1 @ 3:14am 
Great mod.
The system spawns with the ruined ecumenopolis, but they don't appear on the expansion planner tab or on the galaxy map. Not really and issue if u don't forget where it is, to colonize after researching the techs. can anything be done about it? thanks
Kelsier Vin Jan 30 @ 9:54am 
Is there any way to search for the planets once you find them? In my most recent game I found the molten one way before I had the tech to restore it. Once I did get the tech I couldn't remember where it was.
슈팅스타]킹메이커 Jan 26 @ 4:13am 
is this mod changes first league homeworld to ruined ecumenopolis?