Stellaris

Stellaris

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Ascension Planets Construction Situations (APCS)
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6 月 5 日 下午 12:43
10 月 18 日 下午 5:53
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Ascension Planets Construction Situations (APCS)

描述
The Arcology Project decision now starts a situation for the planet to transform the planet into an Ecumenopolis, so you can continue creating buildings on your planet while it transforms just like Machine or Hive Worlds. Hive and Machine worlds can now be improved!

If you have an existing save, please use the Mod Compatibility decision to update the new features, otherwise you may be missing content!

See the screenshots for the updated deposit production figures; empire modifiers are only added once unless under the ALWAYS column. ALWAYS planetary modifiers are not removed when toggling off planetary modifiers but are heavily reduced.

中文翻译由我的朋友(和DeepL)提供


Ecumenopolis Construction Situation:
The cost for enacting the project is reduced from 20k Minerals and 200 Influence to 8k Minerals and 200 Influence. The cost difference is made up with a situation upkeep costs.
  • Standard Deadlines: Finishes in 10 years if used the whole time
  • Accelerated Deadlines: Finishes in 7 years if used the whole time
  • Extreme Deadlines: Finishes in 5 years if used the whole time

Most of the situation choices are tied to your Ethic, Civics, and Origins selections!

The Research / Education options are limited based on the Leaders on your council instead of Ethic, Civics, and Origins. You need 2+ associated leaders on your council to prompt the option (Ruler does not count). See Empire Design Spoilers Here

Ascension Cities are not shown in the images above as there is too much variation. They essentially give you an extra ascension building, including all its bonuses, as a Planetary Deposit.
  • Cybernetic gets an additional Augmentation Center.
  • Psionic gets an additional Covenant Building.
  • Biomorphosis gets an additional Genomic Research Lab.
  • Synthetic gets an Identity Complex.
  • Nanite Machines get +3 nanites, miner, farmer jobs, +0.5 nanites per 100 miners, and +0.5 nanites per 100 miners
  • Modular Machines get roboticist / replicator jobs and increased automodding
  • Virtual Machines get -30% pop amenities usage, and +10,000 amenities


Hive and Machine World Improvement Situation:
After terraforming (or finding) a Hive or Machine world, you now have the opportunity to improve it via the "Improve Machine World" or "Improve Hive World" decision.

All of the choices are driven by origins and civics (hive occasionally has an additional lithoid vs biological requirement)
See Empire Design Spoilers Here

The Ascension deposits for Hive and Machine worlds are similar too the ECU ones.

Enacting the project is costs 100 influence. The approaches and effects are outlined below:
  • Standard Deadlines: Finishes in 6 years if used the whole time
  • Accelerated Deadlines: Finishes in 4 years if used the whole time
  • Extreme Deadlines: Finishes in 2 years if used the whole time


Ecumenopolis Refurbishment Situation:
If you conquer or find a premade ecumenopolis without the improvements from this mod, you can launch a refurbishment situation to update the old ecumenopolis to be shiny new and improved!

Enacting the project is free, and the Deadline approaches cost the same as the Construction Situation, but without minerals.
  • Standard Deadlines: Finishes in 2 years if used the whole time
  • Accelerated Deadlines: Finishes in 1.5 years if used the whole time
  • Extreme Deadlines: Finishes in 1 year if used the whole time


DLCs:
Megacorp is needed if you want Ecumenopoli
Megacorp is needed if you want Relic Worlds
Utopia is needed if you want Hive Worlds
Synthetic Dawn is needed if you want Machine Worlds


Load Order & Compatibility:
Not compatible with other mods that change the Arcology Project decision

ECS is fully compatible with the mods listed below; load ECS below the mods listed here:
Real Space - New Arcologies
Planetary Diversity - More Arcologies
Relic World Flavour
Feature Preserver
Note: if you add either of the above mods after generating the galaxy, please use the Mod Compat Refresh decision to ensure the security and the continuing stability of your modded galaxy

ECS is likely compatible with the mods listed below:
City World Flavour: Not fully tested, but I haven't seen any issues so far


Overrides:
Arcology Project Decision - changes effect to trigger the situation
  • decision_arcology_project
Restore Ecumenopolis Decision - changes effect to trigger the situation
  • decision_arcology_project_relic
Orbital Ring Modules - added effects from the final decision in the situation to the modules.
  • orbital_ring_habitation
  • orbital_ring_shipyard
  • orbital_ring_gun_battery
  • orbital_ring_missile_battery
  • orbital_ring_hangar_bay
  • orbital_ring_hatchery
  • orbital_ring_beastport
  • orbital_ring_vivarium_tank
Biologist to Ranger Conversion - to make ecu ranger building convert biologists to rangers
  • biologist_is_ranger_trigger


Future Plans:
Expansion for Capital and Sector Capital special features based primarily on origin and authority - ah, more work for me to do eventually 🙃
热门讨论 查看全部(6)
30
10 月 19 日 上午 9:48
置顶: Bug Reports
TzarAnthony
20
9 月 22 日 下午 12:14
置顶: Compatibility
TzarAnthony
2
9 月 19 日 下午 5:01
置顶: Empire Design and Situation Choices
TzarAnthony
180 条留言
TzarAnthony  [作者] 10 月 21 日 上午 10:35 
I've never really played nanite ascension, so I don't know. I'd have to play it first
holden 10 月 21 日 上午 12:57 
I do wanna ask if you plan on covering anything else, since nanite worlds from the nanite ascension are in a like weird middle-ground where they function just like a hive/machine/ecumunopolis but without the crazy upfront cost, but as a nanite empire they're basically required to sustain and they feel somewhat lacking with this mod in a playlist.
TzarAnthony  [作者] 10 月 18 日 下午 5:55 
Full 4.1 update is out! support for psionic machines, hives, and endbringers.
TzarAnthony  [作者] 10 月 17 日 下午 1:02 
@gregoryfo
I have screenshots of all of them except the ascension ones since they broadly depend on what bonuses you get from the ascension itself

Though the machine ones don't really have any choices so they get either a mitigation or expanded benefit. Virtual gets amenities usage reduction and amenities bonuses. Nanites gets nanites from basic jobs and additional basic jobs, modular gets roboticists and automodding
gregoryfo 10 月 17 日 上午 8:46 
is there a place to see what each choice does, like the city of holograms?
A-Sartek 10 月 17 日 上午 6:23 
@Anthonest I've been using both together without issues.
Anthonest 10 月 17 日 上午 3:02 
compatibility with Reworked Planetary Ascension?
TzarAnthony  [作者] 10 月 10 日 上午 12:28 
@wayneofwilson
I'm not getting that warning. If you haven't tried unsubscribing and resubscribing, do that. If you have I have no idea I'm sorry
wayneofwilson 10 月 8 日 上午 10:38 
Why is this mod missing a descriptor file?