Should Ecumenopolis really remove ALL planetary features?

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Gratak

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I mean I get that they remove the resource related stuff. But even vanilla Stellaris already has "features" that realistically would certainly not be removed, for example:
Inter-demensional trade: The inter-dimensional trader jobst are completely lost. Very unrealistic as being connected to a city-world would probably increase the trade, rather than remove it

I'm certain modders will also want to add more exotic planetary features that certainly should stay when turned into a city world. So I suggest:

Please add a property to planetary features to allow SOME of them to stay active when the planet turns ecumenopolis.
 

Letharion

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I second this. I'm sure, even if you transform your planet into an ecumenopolis, you would keep Betharian Fields, Dust Caverns etc. There is no reason not to and it wouldn't be unbalanced. And it's not biochemical or geoengineering like terraforming.
 

ComradeIan

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I agree that some deposits shouldn't be removed, but I also think there needs to be some more incentive to not turn all planets into ecumenopolises.
There already is - where do you get your minerals from otherwise?
 

Azhcristokos

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Are they still in the game? I've not seen them yet, though i've not had much experience with ecumenopoli.

They are.

Matter decompressers?

A fully populated ecumenopolis producing alloys and consumer goods will need an insane amount of food and minerals, not to mention all of the consumer goods needed just for the upkeep. Matter decompressors are unlikely to cut it unless you spam the hell out of them (which requires a mod, yes?). Even if they changed it so that the most special planetary features weren't destroyed by the arcology projects, it'd still be a much better idea to keep rural planets to fuel the ecumenopolis.
 

Incompetent

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The rule seems to be that you keep planetary modifiers but lose planetary features, which can lead to some curious results:

I had a tech world with Titanic Life, which gives +25% society from jobs, but comes with permanent district blockers. When I converted the planet into an Ecumenopolis, I kept the research bonus but now found I could build the same number of districts as planet size. I suppose somebody rounded up all the mega-dragons and put them in zoos or something, so now my lesiure arcology culture workers can write better poems about them or whatever it is they do. Still, seems a little overpowered.
 

Fjölnsviðr

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The Caravaneers passed and they sold me a planetary feature that gave me +2 maximum districts and +3 possible generating districts. And when I turned that world into an ecumenopolis I lost those +2 maximum districts, reducing at least 20 jobs. It was a very sad moment.
 
Last edited:

VanguardKing

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The portal research center is a personal bugbear, as in my current game i specifically colonized the world it's on to turn it into an ecu, only for my city districts to get half done and the portal to pop up. The planet is like a size 20 with 3 mining districts, what am I supposed to do with this? It has decent generator districts but i'm a megacorp, I'm generating almost 1k energy surplus a month. I've sort of built it into a derpy research world, but considering it would do that so much better as an ecu, i may end up sacrificing the portal and just morph it.
 

satoru

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I think the idea is to prevent them being too powerful by being possibly self sustaining.

The concept is that they are basically a population dense world, but that it’s functionally dependent on the “outer worlds” to support the needs of the dense population. It’s sacrificing resources for population density

Also functionally it’s so you don’t simply turn every world into one as it wouldn’t be possible to sustain so many of them.