The reason for this is explained in the linked mod. The game setup screen will always show a Humanoid city background, but in game it will correctly display whatever city set you actually chose. It will function as long as you don't go around deleting vanilla files from your computer. ![]() (This would be too strong if I didn't do that.)ĭo you prefer some plot with your experience?Ĭheck out this full version of the mod, which has a full (skippable!) event chain:Įverything here is 100% standalone. The only balancing feature applied is that inherent bonus pop growth/assembly and half the bonus job output is locked behind the Anti-grav Systems tech, just like a relic world. You can use lithoids, but be aware that you'll only start with +1 mineral income. You also get 3 blockers which, when cleared, grant 200 minerals each and 50 motes, crystals, or gases, so that you can afford to build those pricey arcologies. (+5 tech drones for Rogue Servitors.) Similar to Shattered Ring, you have another special feature, the Abundant Stockpile, which will generate strategic resources to pay for up to 1 of each district after you've built them. ![]() You get +5 farming jobs from a special planetary feature, the Hydroponic Arcology. Also, Restore Ecumenopolis does not require you to have all city districts as opposed to Arcology Project. Your starting planet is a size 22 Ecumenopolis, just like the Remnant start. Relic world turned into ecumenopolis get the 'Former Relic World' modifier which adds research output to the planet, iirc a bonus as much as relic worlds bonuses. The best strategy with homeworld is either to keep it small and efficient at around 40 pops, demolishing everything other than research. If your homeworld is that heavily populated then you want it to be an Ecumenopolis. ![]() Even with sea expansion Ill run out of space soon. Looking for "3.0 Shattered Ring but for an Arcology start?" Then this mod is for you! The Ecumenopolis bonuses are strictly superior so this is an improvement.
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