Gestalt Restore Ecumenopolis

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Author: Sidewinder Fang

Last revision: 14 Mar, 2023 at 23:49 UTC

File size: 972.8 KB

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Description:

“Banished from humanity, the machines sought refuge in their own promised land. They settled in the cradle of human civilization and thus a new nation was born, a place the machines could call home, a place they could raise their descendants, and they christened the nation Zero One.”
Zion Archive – The Animatrix

Ever colonised a relic world as a gestalt only to realise you can’t really do anything with it? Sitting on your pile of scrap while you watch your non gestalt neighbours rebuild their relic worlds into glittering planetary metropolises?

Well then, this mod is for you, it allows gestalt empires to restore relic worlds to their former glory just like regular empires can, however, be aware you will still be unable to take the Arcology Project ascension perk to build new ecumonopoli or use non-gestalt districts on the ecumenopolis such as Industrial or leisure districts.

This mod also comes with integrated support for the Planetary Diversity – More Arcologies mod, allowing you to also rebuild Eco Arcologies and Fortress Arcologies if you have that mod installed, Corporate arcologies are unaffected as you cannot become a gestalt megacorp, no matter how much upper management treats the employees like drones. Also for those playing the Remnants origin, consider using my Better Remnants Origin mod, which adds actual relic world deposits to your starting relic world.

This mod also includes a slight tweak to the planetary modifier applied by the C.A.R.E. event, allowing it to grant trade value and reduced upkeep cost on top of its existing bonuses, making it slightly more useful for gestalts and non-gestalts alike. Credit to corsairmarks Planetary Modifier Enhancements mod for this.

Languages Supported
English
Brazillian/Portugese
French
German
Simplified Chinese
Spanish

Partial support for
Japanese
Korean
Polish
Russian

Partial translations have missing sections replaced with english, translations taken from the base game and planetary diversity (where applicable).

Compatibility
This mod should be compatible with most other mods as it overwrites no files except for the static modifier for C.A.R.E. However, you may potentially encounter issues with any mods that significantly alter ecumenopoli or add new custom empire types. Feel free to let me know if you run into any issues.

Special thanks to everyone at the Stellaris Modding Den [discord.gg] for all their help.