Stellaris

Stellaris

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Arcologies
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23 Aug, 2019 @ 12:51pm
18 May @ 12:31pm
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Arcologies

In 1 collection by Saxon
Saxon's Mods for Stellaris
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Description



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Inspired by the concept art used in the thumbnail this mod adds various arcologies to the game. Even though only one arcology building can be constructed per planet they represent multiple towers as depicted in the art (and the mod's in-game descriptions and flavor text).

All arcologies benefit from population capacity increases through research normally only associated with city districts and their hive/machine analogues, with larger arcologies getting the bonuses for ecumenopoli and ringworld city districts.

The main draw of these extreme megabuildings is that they reduce the amount of living space used by pops, allowing planets to build exponentially upwards. And that they are also a nice crowning achievement for your ascendant stellar civilization, which now decorates their planet-wide cities with even more ridiculously over-sized towers which reach into the clouds.

Any habitable structure can build the first tier of arcology, however due to the immense size and logistics requirements of these megastructures the second tier cannot be built on habitats and the third and final tier can only be built on ecumonopoli or ringworlds (or Hive/Machine worlds for the hive and machine varients.)

Standard Arcologies

Most standard civilizations typically build arcologies in their capitals as homes and seats of power for their elites and ruling classes, these elites also require an army of clerks to wait upon their every need, many of whom are housed in the lower levels of the arcology. While more expensive and less efficient than traditional housing there are benefits to political centralisation.
They require the Arcology Project ascension perk.

Shared Burdens Arcologies

Collectivist civilizations view arcologies as the pinnacle of their society, the utopia made manifest. They offer more housing than those of other civlizations though far less amenities, instead they rely on clerks to maintain them and keep them comfortable, a paradise by the workers, for the workers. Though should said workers be directed elsewhere, these towering megaliths soon turn into cold and austere monuments to their creators ideals.
They require the Arcology Project ascension perk.

Hive Arcologies

Hive Minds build organic towers full of drone nests and hatcheries. The largest version is a huge mass of flesh which needs to be integrated into a living hive world where it is constantly pumped full of nutrients in order for it and the billions of drones living inside to survive.
They require the Hive Worlds ascension perk.

Machine Arcologies

Machine Intelligences build massive yet intricately complex drone towers which defy the understanding of any organic mind. Inside of these mechanical monstrosities entire swarms of machine entities are assembled, stored and rapidly deployed as needed between assignments. The largest of the drone arcologies require nothing less than integration into a full-fledged Machine World.
They require the Machine Worlds ascension perk.

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Popular Discussions View All (3)
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18 May @ 4:48pm
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6 Jan, 2022 @ 2:11pm
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31 Dec, 2021 @ 7:08am
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Saxon
190 Comments
Sidewinder Fang  [author] 21 May @ 5:14pm 
@Aech They're the same size but the Arcologies get more bonuses from tech and give more bonuses to other things.
Aech 19 May @ 2:35pm 
but the normal houses are bigger, no ?
Saxon  [author] 18 May @ 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] 17 May @ 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 13 May @ 10:52am 
I think it'd be interesting to have an Arcology as a district specialization.
Saxon  [author] 4 May @ 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] 1 Nov, 2024 @ 10:53am 
This mod has been updated. No changes were made.
Sidewinder Fang  [author] 26 Oct, 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.
Mortarch Of Blood 7 May, 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 20 Oct, 2023 @ 5:04pm 
are there any compatibility patches with PD-more arcologies?