Stellaris

Stellaris

Arcologies
184 Comments
Saxon  [author] 1 Nov @ 10:53am 
This mod has been updated. No changes were made.
Sidewinder Fang 26 Oct @ 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 @ 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?
CTH2004 4 Oct, 2023 @ 6:40am 
great (:
Saxon  [author] 2 Oct, 2023 @ 12:16pm 
Sorry for the long silence! I've updated this mod to the 3.9 version of the game. I've simply renamed administrators into politicians so that they can now hog the prime real-estate in all of our fancy towers.
Beast-Storm 28 May, 2023 @ 4:55pm 
The Ruler Class Citizens are no longer in the game, the Dev's have removed it to make way for an overhauled leader system, so this mod is broken so long as the Ruler Class job positions remains on this mod

Just a heads up @SAXON
CTH2004 30 Mar, 2023 @ 8:14am 
Here's an idea: WIth Voidborn, you can upgrade spires to T2 on habbitats. (Unless I missed it, and you can't build it without Voidborn. Voidborn is always one of/ my first AP)
Grunt4life 29 Jan, 2023 @ 8:25pm 
Update?
Beast-Storm 26 Nov, 2022 @ 4:32am 
Question: Could you a Lithoid version of a Spire? if possible
Walker 16 Oct, 2022 @ 6:07pm 
this is a nice mod, are you still going to update it?
Spotblur 21 Aug, 2022 @ 1:11pm 
I forgot to mention a couple weeks ago that the Ruler Jobs (Science Directors) started showing up. Not sure why it started working, but I've had no problems since.
Spotblur 29 Jul, 2022 @ 6:34pm 
@Saxon, thanks for the response. I just double checked. Luxury Spires are only add Clerk jobs for me. The only mod in my modlist that I can think of that might be conflicting is possibly Stellaris Evolved.
Saxon  [author] 28 Jul, 2022 @ 5:41pm 
@Spotblur, The Luxury spires are supposed to add 2 administrator jobs by default. However for megacorps, exalted priesthoods, aristocratic elites, merchant guilds and technocracies they add 1 administrator and 1 high priest/noble/merchant or science director. Can you double check and confirm that this is not the case for you?
Spotblur 28 Jul, 2022 @ 5:20pm 
I noticed that in the mod description here, Luxury Towers/Spires are supposed to add Ruler jobs. However, which Ruler Job is added isn't specified here, and in my current game, no Ruler Jobs are being added by the Luxury Towers/Spires. What jobs specifically are the towers supposed to add?
Speedyquader 26 Jun, 2022 @ 2:02pm 
This mod doesn't seem to be super compatible with Gigas - the extra types of ringworlds don't get the larger arcology sizes: Equatorial Ringworld, Virtual Reality, Machine Ringworld(might not be from Gigas, idk), and Alderson Disks. Haven't used a Birch World, but I doubt it gets the larger arcology sizes either.
A-BOMB 2012 8 Jun, 2022 @ 7:15am 
Is there a way for you to make it compatible with the More Arcologies mod for Planetary Diversity. Right now it doesn't seem to recognize any of the non-standard ecuminopoli as ecuminopoli.
Saxon  [author] 7 Jun, 2022 @ 2:47pm 
@SargR, I'm not familiar with that mod. But since this mod mod only adds a few buildings without changing anything about the game I don't see how this one would compete or conflict with the Giga arcologies.
SargR 7 Jun, 2022 @ 11:02am 
Is this compatible with gigas? Would building arcologies restrict building gigas orbital arcologies?
Saxon  [author] 6 Jun, 2022 @ 6:26pm 
I've updated the mod to be compatible with version 3.4 of Stellaris.
Saxon  [author] 6 Jun, 2022 @ 6:03pm 
@Biały Chomik, I had to change the residential spires quite a bit because they were very unbalanced. You can now only build a single one per planet, and their main purpose is to give a big boost to the percentage of housing on a planet. I've broken the towers down into three "stages" because an orbital habitat shouldn't have the same amount of space that a ringworld does, etc.

I didn't want to screw over the players who had already built them in the old version. So as a compromise I have turned them into "withering spires" with the same stats, but with a lore-friendly description explaining that these are relics of the past which can no longer be created in such large and game breaking numbers. Enjoy them while they last!
Valtiel_The_First 6 Jun, 2022 @ 6:08am 
please update
jht_89 13 May, 2022 @ 1:53pm 
Is this mod still compatible with the latest version of Stellaris?
TrueGuardian32 9 Apr, 2022 @ 8:37pm 
I like this mod
Walker 7 Mar, 2022 @ 5:30pm 
Does this mod still work?
Biały Chomik 9 Feb, 2022 @ 2:34am 
what happened to residential spires? All of them have changed into weathering residential spires
Saxon  [author] 31 Dec, 2021 @ 7:10am 
I've started a community discussion where I would like to discuss the rebalancing of this mod. It is FAR too overpowered with the current numbers, but I'm hesitant to make any significant changes before consulting you all. If you enjoy this mod and have the time, I invite you to take part in the discussion: https://gtm.you1.cn/workshop/filedetails/discussion/1843305631/3200369647708944864/
Saxon  [author] 30 Dec, 2021 @ 8:59am 
@Rio_Mizuhoshi, I was hoping for another translation from you, and here you are! :-) Thank you very much for your time and effort. I will be sure to add a prominent link at the top of the mod description linking to your language mod as per usual.
Rio_Mizuhoshi 30 Dec, 2021 @ 5:44am 
I've also created this Japanese language mod, and I'll leave you with the URL.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2700638857
Saxon  [author] 29 Dec, 2021 @ 8:37pm 
I'm open to any and all feedback/criticism. And I'm especially keen to hear any suggestions regarding the balancing. I'm considering heavily reducing the amount of housing the arcologies generate now that their purpose has been redefined to reduce pop housing usage on the entire planet. Let me know what you all think!
Saxon  [author] 29 Dec, 2021 @ 8:31pm 
I have also expanded the arcologies into three stages with Orbital Habitats only being capable of building the smallest and the largest requiring either a Ring World or Ecumenopolis. So no more plopping down multiple towers on Habitats or Rural Colonies. These changes are intended to more accurately reflect how urban planning works.
Saxon  [author] 29 Dec, 2021 @ 8:27pm 
Arcologies are now a hybrid between a building and a district, requiring both a building slot and a district slot. You can also construct only 1 per planet and the purpose of the arcologies has shifted towards reducing pop housing usage at a planetary level.
Saxon  [author] 29 Dec, 2021 @ 8:21pm 
This mod has now been updated. Because there have been significant changes I have taken measures to ensure that no one loses the buildings which they had already constructed in any on-going games. I'll refer to these as "legacy buildings". Legacy buildings are now very overpowered but aren't removed from the game. And you can't produce any new ones. I've slightly altered their descriptions in-game so that you can tell them apart and roleplay the in-game changes (such as "Weathering Residential Spires").
Saxon  [author] 29 Dec, 2021 @ 7:59pm 
@Naik21, Sorry that it took so much longer than expected. I have finished the update and created a new topic for your Russian translation. https://gtm.you1.cn/workshop/filedetails/discussion/1843305631/3200369647703567910/
Naik21 19 Dec, 2021 @ 6:28am 
throw off the localization as soon as I have free time I will translate
Naik21 13 Oct, 2021 @ 10:16am 
Hello, I have a question, is it possible to prohibit the construction of residential spires on orbitals or to make an analog for them?
Booperius 29 Sep, 2021 @ 3:53am 
Personally feel the Residenial/Communal spire should have its clerk jobs tuned down to at most 10.

Also want to report a bug; none of these buildings it seems are in the correct building category (Housing) so they don't show up at all in any list except "All".
Megatronus V 16 Sep, 2021 @ 11:27pm 
Does this require an update for 3.1?
Naik21 24 Jul, 2021 @ 3:41am 
thanks
Saxon  [author] 23 Jul, 2021 @ 1:53am 
@Seelenschwarz, yes that is definately planned for a future update, and it should be easy to implement on my part. @Naik21. Sure, I will consider adding a lower-capacity analog. Or maybe I could make it so that only a maximum upgraded habitat is able to build them. I'll put it on the list.
Naik21 12 Jun, 2021 @ 11:36am 
Hello, I have a question, is it possible to prohibit the construction of residential spires on orbitals or to make an analog for them?
Seelenschwarz 17 May, 2021 @ 9:07pm 
Any chance for a "Functional Architecture" variant ?

Mod works very well with pop-cap remover and carrying capacity mod.
Nero Sima 11 May, 2021 @ 11:03am 
Is a bug or in habitats too??
イムカ 8 May, 2021 @ 12:51am 
Dumb suggestion in that I don't know what you would tied behind, but something that would be massively useful at least...

Bio-trophy spire, for consolidating all the pampering into one area.
SharkSam 2 May, 2021 @ 12:01pm 
Now building slots are generated from city districts or the capital buildings and the residential spire is basically the equivalent of building 5 city districts with prosperity traditions in account

so it wouldn't be too far fetched if it gave about 5 city districts worth of building slots
NiceGuy_GS 25 Apr, 2021 @ 2:26am 
Yes, it works again now. Thank you for the update :steamthumbsup:
Saxon  [author] 24 Apr, 2021 @ 4:05am 
I noticed your comment on my other mod as well. My mods are 100% up-to-date, and nothing more can be done on my end.

Sadly I can't help you with issues regarding the Mod Launcher, which I highly suspect isn't working correctly. This is a common problem at the moment wich Paradox will hopefully address soon. Meanwhile the older versions of the mod are still working, fortunately.
EndlessSauron 23 Apr, 2021 @ 3:37pm 
Just wanted you to know that the launcher says that this mod is out of date.
Saxon  [author] 22 Apr, 2021 @ 8:00am 
This mod has now been updated for version 3.0. of the game.

@NiceGuy_GS: You may already know this, but just in case:
To build these buildings you need to unlock the arcology project, Machine Worlds (for synthetic races) or Hive Worlds (for hive races).

If that wasn't the issue hopefully re-downloading the mod will do the trick, it did for me.
davidsen324 12 Apr, 2021 @ 8:09am 
NIce mod, hopefully updated soon.