![]() ![]() In 2.2 they were OP because they also let you completely bypass the whole crystals/motes game when building heavy industrial worlds that's no longer the case, but they're still somewhat more efficient than the usual upgraded buildings. As a rule of thumb I'd say the overall economic clout of one Ecu is between two and three normal planets, with the caveat that it can only replace the urban part of normal planets (and maybe the food if you use Livestock pops), not the mineral/energy gathering part. You also get a nice production boost, but the main advantage is sheer quantity. To put it simply, the main advantage of an Ecumenopolis is that it can house and employ a *lot* of metallurgists and/or artisans, far more than you could fit on any other kind of planet, while still letting you use the building slots for something else (or for even more metallurgists/artisans if that's how you want to go). Still, the cost and time of the decision itself is the same as the one you get from the ascension perk. So it is a bit quicker in practice than Arcology Project on a virgin world. So you can use it as a fairly normal planet.Īs Giewont3000 alludes to, one advantage I forgot to mention in restoring it is that you can take the decision without filling in all the districts - you just need to remove the blockers. Most of these start with blockers on them, but you don't need any tech to clear them off. ![]() Yes, you can colonize it just fine as a Relic World, and you need to colonize it first in order to restore it to an Ecumenopolis.Īn unrestored Relic World has I think 80% base habitability for everyone, and a bunch of planetary features that give -6 districts, but a bonus to science from jobs, and also give a fair number of mining and energy districts. The one sad thing is that strategic resource mines still use up building slots you might decide that in order to fit more labs on the planet, it's worth taking the hit to minerals of making those strategic resources in a refinery somewhere else in your empire. You lose some districts, but you don't need all the districts anyway to populate the buildings, especially if you use workers with reduced housing needs. Unless the rest of your empire is nothing but Gaia worlds, a Relic World probably isn't close to being your weakest planet, so you'd rather convert one of your other planets to an Ecu.Īssuming you do not restore it, it looks like the optimum build is Tech-World with some mix of upgraded labs, strategic resource mining, and a bit of district mining or district energy on the side. On that basis, the best candidate for converting to an Ecu is usually your weakest large planet in terms of its capabilities before conversion think of a resource-poor Tomb World or something. On the other hand, if you do have the ascension perk, it's no cheaper or quicker to restore than it is to build an Ecumenopolis on a planet you pre-urbanized elsewhere (edit: although you do skip the step of building all those city districts). The high chance of obtaining at least one Relic World, and the ability to turn it into an Ecumenopolis, is a very useful complement to Gestalt and/or World Shaper builds. ![]() If you don't intend to, or can't, get the Arcology Project ascension perk, then you'll eventually need the industrial capacity and so you probably should restore it eventually. I colonized my first size 25 Relic World in 2.3, and it got me thinking about the trade-offs when it comes to restoring it to an Ecumenopolis.Ĭertainly, if you can only have one or the other, one fully-developed Ecumenopolis is stronger than one fully-developed Relic World, even with the recent changes to district costs. ![]()
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