Stellaris

Stellaris

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High Density Arcologies (3.14)
   
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19 mar, 2023 @ 12:51
26 dec, 2024 @ 14:00
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High Density Arcologies (3.14)

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Hey Guys! =)

Have you ever wondered, how many people in <Star Wars'> Coruscant live? The answer > 2 freaking TRILLION! 2,000,000,000,000 people!!!

I don't really know how many people actually would live on an Arcology in Stellaris, but usually just around 2x or 3x the pops compared to a casual planet...

With my mod these numbers get boosted a little bit (or actually kinda a lot); Arcologies will have around +300-400% more Housing and Jobs and also a +500% Pop Growth/Assembly Speed BUT also a +250% increase of building cost/maintenance cost to balance it out a bit.

Enjoy new and more realistic arcologies with my mod! ^^

Greets,
Claire
15 kommentarer
Clairelenia  [skapare] 1 maj @ 15:43 
Hey Guys =) i won't update my Mods anymore cause i keep Stellaris 3.14, sorry! Feel free to use my Mods by your own :D
SallySandbox 13 nov, 2024 @ 10:37 
coruscant also has 5000 levels underneath the top city. and some levels have buildings on the ground and ceilings of the levels. insane
Lucius 27 okt, 2024 @ 12:00 
works
TRON 22 okt, 2023 @ 15:49 
Hey cool mod but I'm looking for something different so that the giant planet cities are more realistic.
Do you know a mod that increases the number of ships flying over the planet? I mean those little fade-ins when you zoom in.
Clairelenia  [skapare] 23 sep, 2023 @ 18:17 
My modded arcologies have 50 housing in residential districts and 30 housing/20 jobs in the other districts.

If it's not a crazy ass size 30+ planet, u won't even get beyond 1.000 pops on an arcology.

There are no performance issues, even if you reach 750+ pops on this arcology. If u have 10+ or more arcologies then ... well, im not sure, i don't build more than 1 or 2 arcologies in my games lol :D
KampfTomate007 23 sep, 2023 @ 10:14 
Although now that i think about it: if we altered the way how we play from maxing out every world and build habitats and orbital rings everywhere to just having planets then it might actually end up reducing lag and UI clutter on equal pop count.

But then there's also less building slots available per pop, and you'd need a ton more buildings to manage the increased amenities and crime demand.
KampfTomate007 23 sep, 2023 @ 10:09 
Also am i understanding this correctly that now instead of getting 6 jobs per district instead of 2 (300% job density) you now get 3x4 to 3x5, so 12-15x as much job density of regular worlds?

I know ecus are the best you can make out of your worlds, and costs a lot of resources and time to setup, and you need relic worlds/ the ascension perk to even get the option to make them, but i feel like 12-15x job density is a bit much, like if we take a size 25 ecu with the mastery of nature and exploration tradition then you get 28x2x12/15=672 to 840 jobs just from districts alone from a single world... That's basically the entire population for most empires.

Did anybody test how it affects performance? If it works fine then i'm sold, but if we can't properly utilize that many pops on a single world, and the game can't handle like 10.000 pops on just 10 worlds alone then idk how viable it would be.
KampfTomate007 23 sep, 2023 @ 9:56 
Wasn't there like a hard cap for planets where they can never have more capacity than 500 or something?
I tend to reach 100 very easily with normal worlds, and ecus tend to get much higher already, wouldn't a 4-5x housing multiplier quickly run into the hard cap?
Dova Dude 28 jun, 2023 @ 16:39 
@ben101068, and that's not including the literal thousands of layers of city that Coruscant has
Clairelenia  [skapare] 11 maj, 2023 @ 5:50 
xD jea; Star Wars writer never actually calculated "realistic" numbers with population density... Coruscant would have x1000 or x10.000s of more people actually

Anyway! Updated to 3.8 :D