Stellaris

Stellaris

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Quin's Uninhabitable Terraforming
   
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26 Mar, 2018 @ 11:34pm
13 Jun, 2021 @ 4:14pm
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Quin's Uninhabitable Terraforming

Description
!!!!For Stellaris 3.0+!!!!

!!!!Updated for Stellaris 3.0! Genesis Worlds should now have districts. Planetary Features should now be generated once the planet is terraformed from a Genesis World to something else. Planetary Diversity should be supported

This mod adds the ability to terraform uninhabitable planets to habitable ones. In order to preserve some sense of balance, I have made the process feel like the process of making a megastucture. The order of operations that are required to terraform an uninhabitable planet are as follows:
--1) Take vanilla ascension perk "World Shaper"
--2) Take my ascension perk "Uninhabitable World Terraformation"
--3) This awards one of four techs that enable terraformation of an uninhabitable world type
--4) terraform a dead world into a genesis world
--5) terraform a genesis world to a vanilla one

The genesis world is a necessary interim step for making a uninhabitable world into a habitable one. I have decided to make it have a habitability of 0%. Making it colonizable, but not subject to the same buffs as tomb worlds. The uninhabitable worlds that can be terraformed are frozen, molten, barren, and toxic. Each of these has its own tech. The special project will give you one of your choice. The rest will become available as random techs after the project is completed.

This has been configured and tested to work with Gestalts. Instead of the World Shaper AP they require their special world type AP (Hive/Machine Worlds.) Genesis worlds cannot be directly terraformed into machine or hive wordls

::Compatability::
--Should work with any DLC configuration, although I have not tested this
--Does not overwrite any vanilla files
--For Stellaris 3.0+
--I intend to support Planetary Diversity
61 Comments
fenox1 16 Jun @ 7:42am 
still working in 4.x ?
Centurion 30 Jan @ 4:02pm 
still works on 3.14
The Meth-ument Monster 27 Nov, 2024 @ 10:22am 
does it work?
Maschinenmensch 19 Jun, 2024 @ 12:44pm 
Nice
just a person ? 20 Feb, 2024 @ 1:20pm 
if this mod allow player to terraform genesis to gaia world I think it will be better since I have to wait about almost 12-16 year in game and them terraform to my planet appearance take about 5-8 year more and then terraform to gaia world take 5 year more lol
Sev 24 Jun, 2022 @ 6:42am 
Hi! It works on current version?
MajorChimera745 11 Oct, 2021 @ 2:55pm 
needs a update. i'm unable to use it with current version of game. thank you for this mod and i can't wait until i can use it again.
Larkas 10 Sep, 2021 @ 4:56pm 
That makes a lot of sense too!
Quinomon  [author] 10 Sep, 2021 @ 4:12pm 
I like the thought of being able to terraform from genesis to the "special worlds" being more expensive. I wanted the player to be forced to spend more time and money to get crazy good worlds. How I would probably implement it would be for genesis --> special to take just as long as genesis --> normal--> special, but to cost more energy. A convenience fee if you will. Ill probably implement that once Lem is released
Larkas 10 Sep, 2021 @ 7:18am 
Since terraforming candidates are less habitable than genesis worlds, I took those as a balance point. You can terraform from candidate directly to gaia (cost = 7500/time = 3600), to machine (10000/7200) and to hive (10000/7200). Gaia is more of a "ultimate" world type, like hive and machine, so I think the cost of terraforming into it could be the same. The cost of terraforming from candidate to normal is 5000/3600, which seems like a good balance point for those. I've arrived at the following values, that I'm using as a local submod:

@uninhabitableCost = 20000
@uninhabitableTime = 7200

@normalCost = 5000
@normalTime = 3600

@specialCost = 10000
@specialTime = 7200

Whereas uninhabitable regards terraforming from uninhabitable to genesis, normal is from genesis to normal worlds (continental, etc.) and special is from genesis to special worlds (hive, machine and gaia). I'm testing these in my current playthough, and I'm really liking the balance point!