Stellaris

Stellaris

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Developing Planets - Play Tall!
   
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2 Nov, 2017 @ 8:16am
30 Jan, 2018 @ 3:02pm
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Developing Planets - Play Tall!

Description
This mod allows you to develop planets. It is inspired by EUIV’s province development feature, which allows countries with a few provinces to be able to match or even be better than countries with more but less lucrative provinces. Given that EUIV’s features aren’t currently available in Stellaris, the implementation is a different, but the principle of being able to improve your planets and it becoming more expensive the more you do it, but you still being able to get your planet to reach extraordinary levels of development if you focus on it enough, is maintained.

Basically, I add an edict that is unlocked by colonial centralisation and can be used on any planet that is sufficiently developed, which I measure (for simplicity) by population: It needs 18 pops or max 2 free pop spaces left. The edict is fairly expensive, costing 200 influence and 5 energy/month, so it isn’t possible to use it on all planets all the time – the point is to make tall play more viable, so you can focus this on your core worlds and make them richer.

The edict triggers a script that, each month for ten years, will randomly select a tile on the planet. If the tile is uninhabited, nothing happens. If it has no deposits, there is a chance that you will get the deposit that you are exploiting. If there is a level 1 deposit that is not the resource you are exploiting, it may be replaced with the one you are. This is the case for all levels of food resources for (non-assimilator non-caretaker) machine empires. Otherwise, level 1 deposits may be replaced by level 2 ones, level 2s by level 3s, level 3s by level 4s… I also make use of special deposits that give 6, 8 and 10 of their resource, and add some levels to Betharian and Alien Pet resources. If you use the edict enough, you will unlock them. The caveat is that the chance of the deposits actually being replaced shrinks by about a third for each level – so if there is a level 1 deposit, there is a 15% chance that it will be replaced by the higher one, but for level 2 it is only 10%, for 3 it is 6%, for 4 it is 4%, etc.

I run the script on Fallen Empire core worlds 600 times (=50 years of the edict) at the start of the game. For reference, they start off with level 1 deposits on every tile. After the script has run, most are in the 2-4 categories, but maybe 4 tiles on a 25-tile planet will have 6, 8 or 10 of the resource (10 is very rare, though).

Also, the AI can and will use this intelligently.

Compatibility:
The only real thing to note are that non-Vanilla deposits (including strategic resources on planets) will be counted as non-deposits and so will be replaced. Anyone who plays mods that add such deposits should tell me so that I can add compatibility, it’s easily done. The mods I've done this for are:
-AlphaMod 1.6
-EAC
-More Events Mod
-Leviathans Extended
-All ExBalance mods

Also, non-Vanilla buildings will not be correctly factored in for allocating a deposit class, and will be ignored for changing it on level 1 (the resource present will be upgraded instead).

I've also made it compatible with Ex Nihil's Edicts Mod, which changes the weights of edicts to make the AI use them better (I made sure the AI will continue to use this when appropriate).

Localisations:
English, German, Russian (thanks to Dalarin!) and Spanish (thanks to Trezerrojo!), but I can make French if anyone requests it, it is not very much text. And if anyone wants any others, I can give you the text and you can translate it, shouldn’t take you long!

This mod should do X, I want compatibility with Y:
I created this mod in about 6h as an experiment. It is not my main mod, I don't even play with it. There are many things I'd rather do than update it and develop it further - I have a partner, a full-time job, and some mods that are more interesting for me to work on. Given the amount of people who have been trying to get me to do things, I'm half inclined to just remove it, but it seems quite a few people also like the mod. So it's up to you guys to improve it. It wouldn't be hard to add compatibility (30 minute job max per mod), nor terribly difficult to make it scale by empire size (30 mins to 1h). I can tell you how if you want to do it. But stop asking me to, get off your bum and do it yourself!
128 Comments
Mr. Shadow | Folfie 3 Dec, 2023 @ 4:07am 
You know a mod is old when it has tile system from bygone era
Kayo 12 Jun, 2022 @ 7:50am 
thank
Kayo 12 Jun, 2022 @ 7:50am 
DOES IT WORK WITH 3.4.3
Sain† Nosfera†u 27 Apr, 2022 @ 4:23am 
Could you do a French translation?
James Fire 4 May, 2019 @ 1:57pm 
Use a building instead of a star port module?
Caligula Caesar  [author] 4 May, 2019 @ 1:37pm 
I wouldn't even know how to translate it to 2.2
[HARK] Mr. Viking 4 May, 2019 @ 10:16am 
Would love an update for this (or an alternative if someone knows of one) :)
Doom Destroyer 4 May, 2019 @ 4:54am 
man now my planets will be very tall bois now.
Fyren 6 Jul, 2018 @ 6:14am 
Are you going to update the mod fam? :)
Fulgrim 14 May, 2018 @ 10:16am 
Will this still work with 2.0?