Stellaris

Stellaris

53 ratings
ZT's Small Settlements
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
6.813 MB
5 Apr, 2021 @ 7:06am
19 Nov, 2022 @ 1:06pm
29 Change Notes ( view )

Subscribe to download
ZT's Small Settlements

Description
This mod allows you to establish small, domed colonies on otherwise uninhabitable worlds. Where it differs from other ‘colonize everything’ mods is that these colonies are _really_ small, not very comfortable, and in no way full substitutions for proper vanilla colonization.

I use this mod for RP together with Pode’s ‘Pre-FTL Players’, and a couple other ones, listed at the end of the description.

Updates

After a very quick test I found this mod to work with Overlord and the new patches. Let me know if there is any issue.

Previous updates:

Good news and bad news.

The bad one: Dome and Paraterraforming districts are now limited by special deposits, and only about 2/3-1/3 of uninhabitable planets' size can be used (depending on pc).

I know, booooo.

The good one: this rebalancing was necessary because now all uninhabitable classes can be terraformed into habitable ones. Climate Restoration, World Shaper perk, and a lot of energy, minerals, and food is needed.

If anyone's precious saved game is screwed up, here is the old version.

Update Pt. 2: when this mod is used with my ZT's Better Sol & Neighbourhood, unique planetary features appear for all colonizable worlds in the Sol System, with separate sets for uninhabitable and terraformed versions. The Mariner Valley or the Valhalla ring structure are now at play, and one day you can turn them into rich deltas and lakelands. Sorry, only works with the other mod (an underlying feature of its coding is needed).


Content

With the proper technology you can establish small, not really self-sufficient colonies on uninhabitable planets and asteroids. Here’s how it works:

1. Preparations

Uninhabitable worlds can be ‘terraformed’ into their ‘habitable’ versions. Each planet class require separate technology. Barren World Colonization is a starting tech.

Uninhabitable colonies (built in lava tubes, craters etc.) have 5% default habitability; to counter this, you'll have to use the newly created 'Domed Colony' designation. This means fewer amenities than vanilla 'Colony' designation, but gives extra habitability.

Lithoids suffer no growth penalty in Domed Colony. Void dwellers, already used to live in tight artificial habitats, only lose 25% pop growth and habitability.

You can also abandon these colonies by reverse terraforming them back to vanilla uninhabitable classes (in case, for example, if you want to use them with the Giga-Engineering mod).

2. Early colonization

Your newly founded colony starts with a vanilla Ship Shelter with 2 vanilla Colonist jobs and 1 vanilla building slot, and the mod-specific 'Domed Colony' designation.

On this empty slot you can build a range of domed-specific production and industrial buildings. Each give 1 specialist-level domed-specific job ('Miner Colonist', 'Technician Colonist' etc.), with somewhat higher production than their vanilla versions. Colonization Fever tradition gets you +1 job per modded building.

Gestalt empires have their own unique buildings along similar lines (except for Space Resort Town - they need no such thing).

Depending on the planet class, and in addition to the production of their specialist job, all of these buildings produce some combination of minerals (in situ resource utilization), energy (helium-3 or solar power), and research points (the inherent scientific value of large-scale presence on hostile world). In turn, they mostly consume energy and alloys. Overall, for barren worlds you usually need one or two tech, trait or tradition to make a colony economically profitable. More hostile planet classes may need more boost.

In the early phase there are no districts on uninhabitable planets. No sizeable natural region on them can host extensively developed urban, industrial or extraction operations. This means at this stage you technically can build only one of the buildings above, except with certain civics or technologies.


3. Dome cities and paraterraforming

Once you research the Tier 2 technologies (Dome Cities: Cost 1, Paraterraforming: Cost 3), you can build two special district types on uninhabitable planets. Neither can house as many people as a proper open-space district on a habitable world, but they are quite a leap forward compared to the earlier conditions.

Dome City Networks give more housing and somewhat less amenities in their more compact living areas. They also give +1 ‘Colonial Administrator’ job, which is a specialist-level mix of administrators, bureaucrats and clerks. Gestalt empires get no job from Dome City Networks (their base capital buildings are already quite strong).

Paraterraforming Projects, representing large craters and canyons being fully enclosed and turned into homeworld-like environments, are less densely populated, more comfortable, and good for overall habitability (+5% per district). They don't give any job; you have to build on them.

Both districts give +1 empty building slot.

Update: dome cities and paraterraforming can only be built in certain specific planetary features (craters, lava tubes, calderas etc.). Depending on planet class, about 2/3 (barren), 40% (frozen, gas giant, asteroid) to 1/3 of planet surfaces can be covered with these districts.


+1: Real terraforming

With Climate Restoration technology and World Shaper ascension perk you can access the 'Terraform from Zero' planetary decision, which for a hefty price gives planets the 'Terraforming Candidate' modifier. From that point, you can turn any barren, frozen, molten, or toxic world green (not asteroids and not gas giants).


Credits

No line or solution from other mods was used in this one, and I was trying to work out a system for colonising uninhabitable planets that is unique among the various existing mods.

Of course, for the genera idea Ruby’s ‘Colonizable Home System’, Pode’s ‘Colonize Everything’, mzili’s ‘Settled Solar System’, and Gatekeeper’s ‘Colonizable Habitats’ were major sources of inspiration.

Big thanks for @Jack Jack Attack for his feedback on the mod's balance and for his great suggestions to improve things. Also many thanks to all the other players who pointed out compatibility or other issues. I was not expecting such an interest in the mod, and really appreciate all suggestions how to make it work better.


Compatibility

As with my other mods, this one may change more files than what would have been necessary (i.e. had I been more experienced). I was trying to make it as parsimonious as possible.

I use the mod together with the following ones without problem:
  • Pode’s ‘Pre-FTL Players’
  • Splodgenic’s ‘Designable Civilian Ships’
  • Gaia’s ‘Realistic Star Names’
  • CryoStasis’ ‘Interstellar OST’
  • Cybershaman’s Imperium Galactica 2 OST
  • my own mods (see below)
  • and sometimes with Okami’s ‘Human Variety’ or Wick’s ‘Wick’s: Humans’.
Visual mods should also not cause issues.

When used with Planetary Diversity, Small Settlements should be above PD in the load order.
Compatibility issues with Claire's arcology rework should be solved.

Check my other mods:
91 Comments
Annarresti 30 Jan, 2024 @ 4:50am 
Would love to use this if the below lag was fixed. Maybe limit to player-only somehow?
Dragon 20 Oct, 2023 @ 5:39pm 
For anyone using this mod in the future, I can confirm what the previous comment says - the mod works great, but a little too well; the AI in the game will settle colonies on almost every possible planet or moon they can, causing them to have 20+ settled worlds with less than 5 population each. This effectively lags the game to death at around year 2270.
This happens even if you have mods to disable the AI from building habitats, as this mod technically just allows settling any world. TLDR: Great mod, but it would need an update to stop the AI from using it/using it way less.
BlackLuck 28 May, 2022 @ 8:25pm 
is it just my build, or is the AI prioritizing terraforming over settling for everyone? Because I have almost every AI in the game with 20 or thirty planets they have terraformed into minor settlements, but they have not settled them.
ZT  [author] 26 May, 2022 @ 1:33am 
@OverkillEngine

Thanks for flagging & sorry for the late answer. This is bad. It shouldn't work like that with Gaia either. I'll look into it, but haven't had the time yet.
OverkillEngine 28 Feb, 2022 @ 1:56am 
Feedback, if intended, the lack of generating standard planetary features post terraforming hurts real bad:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2768353425

Granted, this was terraforming direct to Gaia class, going to try terraforming to on of the more basic types first to see how that affects it.
ZT  [author] 1 Jan, 2022 @ 9:03am 
@Jack Jack Attack

Wow. :D

On touching the colonist jobs: I hear you on that. You are certainly right that this way they would fit more seamlessly into the vanilla system (bonus buildings, AI management, slaves/robots etc.), and other mods. My objection to this idea (raised by someone, maybe you, back in the mod's early days) was mostly philosophical (early colonies in near hard vacuum _do_ need college educated specialists, not workmen + yeah, they don't seamlessly fit into vanilla colony models, and that's fine).

But your points do make sense. I don't think I'll rewrite this part before a long and relaxing post-Xmas playthrough, but may think about it soon after.
Jack Jack Attack 10 Dec, 2021 @ 1:57pm 
When you finish Become the Crisis and start to take over the rest of the galaxy. Revenge of the terraforms:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678717994

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2678718017
Jack Jack Attack 6 Dec, 2021 @ 10:55am 
Main advantages of this type of rework,

* Robots & Slaves are actually useful on ZT Settlements
* Asteroids are no longer better than Dyson Spheres
* Encourages transplanting from larger worlds to "fill up" Asteroids instead of expecting the Asteroid population to grow, varying gameplay
* The AI will likely handle the use of vanilla Worker jobs better than modded Specialists
* Works with mods/vanilla effects that target the basic Worker jobs
* Makes the Dome districts more important, since you'll actually have cause to fill up all the housing
* Might actually build Resort Towns or Military Outposts instead of Technician Colonists & Researchers
Jack Jack Attack 6 Dec, 2021 @ 10:51am 
GOOD KILL THE REDS hahah. So with the rework to how the bonus buildings work now being flat instead of a percent (+1 Energy per Technician, instead of +15% EC from jobs), I wonder if the Colonist jobs in this mod could get a touch.

Perhaps each Colonist building is unique, but gives a handful of the basic jobs so it works better with other mods/new vanilla? So the +2 Technician Colonists could be replaced with +3/4 normal Technicians, plus a decent base income (and perhaps +5% Habitability per Colonist building?) and maybe a specialist job or two.
ZT  [author] 6 Dec, 2021 @ 3:38am 
P.S. to the previous one: I'm still thinking about cutting barrens even further back, like 3 (maybe 2?) instead of 5. And asteroids with them. That would mean 5 to 7.5 times fewer bloody red dots on the galaxy map.

If anyone has a strong opinion about it, let me know.