Thoughts On Eucomenopolis: A Guide

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Zardnaar

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TLDR Version: They're Great

I suspect that a few peoples main use of Eucomenoplis is Fen Habbanis which is kind of broken at least in regard to the other precursor events. There is not much disadvantage to the Ecumenopolis except they they require pops and resources to plug into them. In easy way to look at them is as a giant filter and the apex of your empire with the rest of your planets acting as resources to plug into them. Finding Fen Habbanis early is great due to being able to create alloys very fast but what happens if you are not farming the required start or you are playing MP and you don't get it? Well there is another way. Allow me to introduce the Micro Ecumenpolis. You can skip this if you do fid Fen Habbanis

The Micro Ecumenopolis

Some people may think that Ecumenoplois are a late game thing as it will take a few years and assemble one on a size 22-25 city and cost 20k minerals + the city districts. How about building one in the 2250's or 60's?

Well basically find a size 10 planet and terraform it preferably for 2k energy. This clears all the tile blockers off it. Then you build 10 city districts and you can get your 3rd ascension perk around 2250's as well. You will need 20k minerals which might be difficult but its doable. To save up 20k you will need a few silos on your starbases. HIt the button and you have a size 10 Ecumenopolis. And you will get it in a similar timeframe as Fen Habbanis.

Now why create a size 10 city planet? Well it will take decades to get more than 100-150 pops anyway so a size 10 one in 2060's or 70's is functionally better than Fen Habbanis anyway which only has 6 districts initially. While some players can tech rush the voidborne perk you can get this in the same time frame. 10 segements is plenty to work with early on. The tempo of the game makes a size 10 Ecumenpolis way more valuable than a size 25 one 100 years later and the size 25 one will take centuries to fill (with normal growth rate see below). Note this will be your 1st Ecumenpolis you're going to use it to get more. My record is 5 size 20+.

So how do you fill a Ecumenopolis in a hurry or at least a few districts.

1. Bioengineering fertile trait+ Xeno-compatibility perk.
Basically you stack all the growth rate options+ decisions+ edicts. If you grab a few smaller planets early they will have excess population you can send to Ecumenopolis. With migrants+ refugees I had 3 Ecumenopilis and 2 ring worlds being filled, the problem was building new districts and jobs for them

2. Synthetic Ascension
The 2 ascension perk lets you create pops very rapidly. If you have some unassimlated organic pops of a different species you can have a population explosion. Send the excess to your Ecuomenopolis.

3. Raiding.
You can get the raiding bombardment via a civic or ascension perk. This has 2 effects on an opponent. 1. You steal their pops to ill up your worlds. Ecumenpolis have 100% habitability. The downside is they can't do most of the advanced jobs just clerking and entertainers if you change the slavery type. Not 100% sure but you do not have to slave but keeping them happy may be problematic any advice or experience there please share.

So what can you do with a Ecumenopolis? They basically obsolete civilian consumer goods production and forges as you do not to fuel them with crystals or explosive motes. And they are very efficient at turning minerals into consumer goods. You can also produce trade/amenities via the city districts and unity. With 15 pops per residential and 5/10 jobs on commercial districts/megaplexs you can create a massive Ecumenoplis that will likely take decades to fill.

Also don't overlook unity production. You can stack a heap or leisure districts + holo theatre buildings. Slaves can do entertainer jobs if you allow them. Nother useful trick is a tomb world can be turned into one unlike terraforming it into a gaia world or hive world were you have to convert it into something else then into the world you want.

And that is basically it. Some tricks I have discovered with them. If you want to go tall that humble size 10 planet you may have overlooked may be able ot produce enough alloys to help you build the matter decompressor in a black hole and at that point you can go forth and conquer.
 
Last edited:

KonradKurze202

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I think Arcologies are too OP currently. You can reduce the number of advanced resources you need for consumer goods and alloys to nill with this (10 jobs per 0 advanced resource district > 8 jobs per lv3 building that needs 2 resources per month). In an MP game I'm playing I'm currently requiring something like 30 of each resource per month for all my buildings, so I'm importing a dozen of each from the market. The last game we played I starting switching 3 of my worlds to Arcologies, now I'm importing only gases and that'll be over too once I switch more of my consumer goods/alloy buildings to gas manufactories.
I know they're late game assets, but they are just far and away the best of the bunch. Ring Worlds can provide 50 food or generator districts basically eliminating the need for those resources on other worlds, but that pales in comparison to the benefits offered by Arcologies.

I think Arcologies would be better balanced if instead of 10 jobs and 10 housing per district they offered 5 jobs and 5 housing (with the exception of city districts which are fine as 15 housing/5 clerks), 10 jobs is just too much (especially since it gives more jobs than a lv3 building). Alternately leaving them as is but putting an upkeep of the associated resource per district (just a single resource per month) would make them feel more like a single step up, rather than being so much better than any alternative that they are ridiculously OP.
 

Zardnaar

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I think Arcologies are too OP currently. You can reduce the number of advanced resources you need for consumer goods and alloys to nill with this (10 jobs per 0 advanced resource district > 8 jobs per lv3 building that needs 2 resources per month). In an MP game I'm playing I'm currently requiring something like 30 of each resource per month for all my buildings, so I'm importing a dozen of each from the market. The last game we played I starting switching 3 of my worlds to Arcologies, now I'm importing only gases and that'll be over too once I switch more of my consumer goods/alloy buildings to gas manufactories.
I know they're late game assets, but they are just far and away the best of the bunch. Ring Worlds can provide 50 food or generator districts basically eliminating the need for those resources on other worlds, but that pales in comparison to the benefits offered by Arcologies.

I think Arcologies would be better balanced if instead of 10 jobs and 10 housing per district they offered 5 jobs and 5 housing (with the exception of city districts which are fine as 15 housing/5 clerks), 10 jobs is just too much (especially since it gives more jobs than a lv3 building). Alternately leaving them as is but putting an upkeep of the associated resource per district (just a single resource per month) would make them feel more like a single step up, rather than being so much better than any alternative that they are ridiculously OP.

I lucksacked Fen Habbanis in an MP game and despite being very small (20 odd systems) I think I have the highest alloy production in the game (maybe the megacorp). I get minerals to refine by trading at a 3-1 ratio with alloys and people seem happy to pay that price. If I dint get Fen Habbanis I think I would create a micro one ASAP. 10 districts is plenty early one.
 

Xaelyn

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I lucksacked Fen Habbanis in an MP game and despite being very small (20 odd systems) I think I have the highest alloy production in the game (maybe the megacorp). I get minerals to refine by trading at a 3-1 ratio with alloys and people seem happy to pay that price. If I dint get Fen Habbanis I think I would create a micro one ASAP. 10 districts is plenty early one.

Up that price. If they won't pay it their enemies will.
 

Zardnaar

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Up that price. If they won't pay it their enemies will.

Well early on getting and keeping it were 2 different things, I was weak as. Sharing the wealth= staying alive so to speak.
 

Zardnaar

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I found and colonized Fen Habbanis (25 in size) in 2278. So yeah good times.

I have found it around then as well. Takes a while to fill up yes?
 

Belhedler

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Well it depends. I have plenty of colonies close to max so I'm relocating their newly grown pop there.
However it sucks a huge amount of resources so I'm filling it as I'm able to supply the resources needed.
The services level is absurd though: I'm at 112 and it keeps rising again and again.
 

meiam89.

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The real limiting factor to making one I found isn't the AP, it's the RNG for the tech needed. Sometime you get it real early but it can takes forever.

And yeah Fen habbanis is ridiculously OP compared to other precursor, they need to randomize the location of the precursor, buff all the other one and nerf fen habbanis somewhat (maybe a high price to colonize it early on, maybe needing tech or something). It's just so weird how weak the other one are, for example the one that give you a broken ring world compares that to finding sanctuary, which you don't need to fix or have the lucky RNG anomalies (sure you need to kill the defender, but you'll be able to do that way before you get mega engineering).
 

WhiteKyubey

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You can get the raiding bombardment via a civic or ascension perk. This has 2 effects on an opponent. 1. You steal their pops to ill up your worlds. Ecumenpolis have 100% habitability. The downside is they can't do most of the advanced jobs just clerking and entertainers if you change the slavery type. Not 100% sure but you do not have to slave but keeping them happy may be problematic any advice or experience there please share.
You can set any aliens you steal to full citizens (if you are autocratic) or at least residence (if xenophobe). They start working without any penalties - even without recently conquerered. I also just got an idea to raid primitives - this should allow to ignore cultural shock.

I often take Nihilistic Acquisition as 1st perk, if I plan to colonize just ~20 systems - then I can keep my cap small, but still steal my neighbours power - very nice for a megacorp.
1 war - just some claims if I need them (like gateways, l-gates, 3-5 rare resources), steal pops, make them much weaker
2 war - some more claims if needed, no stealing and make vassal - now spam offices
 

Zardnaar

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The issue I've been having is drawing Anti-Gravity Engineering within a reasonable timeframe.

I hae this as well. Hell it took 90 yeas for a lvl 1 tech to pop last night.
 

Zardnaar

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Engineering is very badly overloaded with must-have techs compared to the other groups now. On top of that you can't build labs to specialize in one field nowadays.

Yep I take natural engineers a lot. SOmetimes natural sociologists to rush gene tech for Erudite+ natural engineers.

Sometimes the "must have techs" don't pop until 2270's or 90's. The one that gives you the production targets for example.
 

orlykthxbai

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One thing to keep in mind is that "Immigration Pull" is increased by open jobs and housing. So If you build up all the districts on a size 25 ecumenopolis it creates a ton of immigration pull which can basically double your pop growth rate.
 
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Zardnaar

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One thing to keep in mind is that "Immigration Pull" is increased by open jobs and housing. So If you build up all the districts on a size 25 ecumenopolis it creates a ton of immigration pull which can basically double your pop growth rate.

As a Xenophobe/;)
 

Incompetent

Euroweenie in Exile
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So what can you do with a Ecumenopolis? They basically obsolete civilian consumer goods production and forges as you do not to fuel them with crystals or explosive motes. And they are very efficient at turning minerals into consumer goods. You can also produce trade/amenities via the city districts and unity. With 15 pops per residential and 5/10 jobs on commercial districts/megaplexs you can create a massive Ecumenoplis that will likely take decades to fill.

The consumer goods aspect is interesting, because it's something where you have a clear supply and demand, but on each side you still have some choices to make. What an Ecumenopolis does is make the cost of manufacturing CGs for your empire much lower in terms of minerals, building slots and even labour to some extent (because of the Ecu production bonus). The old building-based industries disappear first, of course, so you're not wasting crystals and building slots. But then you have to consider if it's worth

a) switching trade policy away from Consumer Benefits (because you can already make CGs so cheaply)
b) raising living standards (e.g. I don't think Utopian Abundance is viable in the early game, but with an Ecu it quickly becomes viable)
c) shifting to a militarized economy (because your total industrial workforce is large enough now that you can have most of them make alloys).

So in the end, it doesn't just fill the role that the old inefficient CG factories did, it lets you shift your entire empire over to a more 'CG-rich' state, with all the benefits that accrue elsewhere. People underestimate how much of a burden CGs really are in the early game (either directly, or in the opportunity costs involved in keeping usage low), but you really notice when this burden is suddenly alleviated.

Some other tips:

1. It's good to build your labs on Ecumenopolises (or the other way around, turn your Tech-World into an Ecumenopolis). The Ecumenopolis can effortlessly support a full complement of researchers; they all get the +20% bonus to science; and you'll be getting a bunch of culture workers as well from leisure arcologies, so you're further concentrating science production to get the most out of the intellectual governor and the scientist in orbit assisting research. If you're making an Ecu tech world, planet size doesn't matter all that much, but you want some sort of planetary modifier (not a feature) that boosts science. Planetary features are destroyed by the Arcology Project but planetary modifiers stay, even biosphere features that really shouldn't survive, like Titanic Life.

2. Make sure there is a starbase above every Ecumenopolis, so you can put a black ops site there. +5 stability is a big deal when you're applying it to such a massive population.

3. It's sometimes useful to overbuild an Ecumenopolis, simply to have a pool of spare Specialist jobs. (This assumes you have some way to stop the Clerks rising above their station.) That way, if you annex a planet with unemployed Specialists, or end up with unemployed Specialists because you redesigned a planet, you can instantly solve the problem.