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Terraforming Decay
   
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20 Aug, 2021 @ 10:53am
10 Jan, 2022 @ 3:26pm
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Terraforming Decay

Description
Adds a few modifiers and a couple of decisions, based around the idea that terraforming isn’t forever, and that these artificial biospheres will break down if not maintained. Uninhabited, terraformed worlds will have a modifier applied and decay over a long period of time, going from Gaia down to the Wet worlds, then either Cold or Dry and finally uninhabitable. Ecumenopolis’ will decay into Relic worlds if left uninhabited long enough.

Colonised worlds and Consecrated worlds are protected, and this mod includes a further decision to protect a planets biosphere, locked behind the prerequisites Terrestrial Sculpting and Shields. This takes the form of two decisions, one to ‘activate’ and one to ‘deactivate’ the field on uncolonised, terraformed worlds. It costs Influence and Energy both to activate and deactivate, though with a higher cost to activate, and will apply a modifier to prevent it being applied a decay modifier. The planet will also suffer from -20% Pop Growth and -20% Habitability whilst the field is active (to simulate the effects it has on the higher brain functions of sentients.

Details

1 of 4 new Modifiers applied to decaying terraformed worlds (plus Terraforming Candidate.)
  • Dusty Hallways = 100 year timer – Decays Ecumenopolis’ to Relic
  • Paradise Lost = 25 year timer – Decay Gaia into one of the Wet worlds
  • Terraforming Breakdown = 50 year timer - Decay Wet worlds into Dry or Cold
  • Biosphere Dying = 150 year timer – Decay Dry or Cold world into Barren or Frozen
  • Terraforming Candidate = Applied to Barren/Frozen worlds upon decay
2 decisions to control ‘stabilisation field’ and a modifier to protect the planet from decay
  • Stabilise Planet – 150 Inf, 2k Energy - Adds Biosphere Stable modifier
  • Cease Stabilisation – 50 Inf, 500 Energy – Removes Biosphere Stable modifier
  • Biosphere Stable – Modifier to protect planet from receiving decay. -20% pop growth/habitability.

Consecrated worlds, worlds currently undergoing terraforming and worlds with an active Stabilisation Field are exempt from decay modifiers, as are any world outside the main worlds outlined here. Only worlds which have been terraformed will have a modifier applied.

Ecumenopolis’ will decay to Relic worlds whether or not the planet has ever been terraformed.



Compatibility

This only adds a few new files and uses gfx already in game, so it should be fine with anything that doesn’t replace the vanilla planets completely.

Suggested mods

If you feel like abandoning more than just terraformed planets, try my mod Abandon Sector, which destroys all Starbases, Mining and Science stations within a sectors borders: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2582344179

Planned

Though I say planned, I don’t know if/when I have the time so these are just suggested features I might put in I guess.

  • Permanent stabilisation – technology prerequisite, allows you to terraform as normal with no decay as your Empire has ‘perfected’ terraforming.
  • Have a shield graphic on constantly
  • Make my own shield graphic/icons
  • Field decay if no system owner?
  • Extra long timer on Relic worlds to decay into a normal world (with appropriate blockers).
  • Localisation
Popular Discussions View All (1)
0
20 Aug, 2021 @ 11:58am
BUGS
Kasei
10 Comments
CTH2004 27 Dec, 2021 @ 11:12am 
is the path semi-random (As in a gai world will randomly pick a wet world), or how is it determened?

Also, here's an idea. That field only slows the decay, and won't work with pops on. As for stabilizing the biosphere, a new job is needed for that. The "Maintainers" keep stabilizing infastructure running. Different planet classes need more or less of them. For instance, a Gaia world is quite unstable, and needs, say, 10 of these, each of them decreasing the rate of decay by 10%, stopping at 100. Wet worlds are the most stable, just needing 4, each adding 25%. Cold and dry need, say, 5, each adding 20%. The jobs could be provided by the capital building (Each upgrade providing more of these jobs, so a newly colonized world can't have a perfectly stable biosphere). Or, a special building could provide this job, and it needs upgrades. A special decision can reverse some of the decay, from when not all of the jobs where occupied.

Just an idea, of course
pipo.p 30 Nov, 2021 @ 1:07pm 
I like the concept and will try this mod.

However, I better like if stabilisation was provided by a special Terraformation Complex building (with or without associated new job: Maintener), that should be almost mandatory to build after Colony Shelter (currently, it's a Gene Clinic, lol). It makes sense that a planet requiring maintenance has less space to build (either this, and/or special blocker(s)).
Planetary decisions would still allow to revert an eventual decay, and only building would prevent actual decay.

Alternatively, you could have the colonisation start while terraformation is still under way, when final climate is far away from original climate (kind of the reverse of the decay tree). That would also increase the overall terraforming time, which would be a good thing.
Kasei  [author] 29 Sep, 2021 @ 12:10pm 
@RedRapture The mod checks to make sure a planet has been terraformed before applying a modifier. If it's spawned habitable then it wouldn't have the 'terraformed' flag, and wouldn't be affected.

Uh, I don't know for sure, but I would imagine keeping track of every change like that would pretty intensive on the game, and a pain in the neck to try and code (especially for a newbie). I honestly don't have the experience to even try and consider something like that, sorry.z
RedRapture 6 Sep, 2021 @ 5:24am 
And this has been tested to ensure it doesn't impact planets that spawn in habitable?

In a related note, is there any way to make it so if you were to terraform, say, an ocean world into a continental world, the decay will turn it back into an ocean world?
Cirdain 26 Aug, 2021 @ 1:37pm 
Sweet, thanks for including that!
Kasei  [author] 26 Aug, 2021 @ 1:15pm 
@Cirdain Really good idea, I've added it and tested it, seems to work fine. Thanks for that, that does away with the need for a separate mod to recover worlds.
pgames-food 24 Aug, 2021 @ 6:31pm 
ah ok thanks for the info, sorry i just saw it now
Cirdain 24 Aug, 2021 @ 5:11pm 
Just a thought, maybe add the Terraforming Candidate to worlds that decay all the way to barren/cold barren/frozen? In case my empires decide centuries down the line to go back.

Very interesting concept otherwise, though!
Kasei  [author] 20 Aug, 2021 @ 10:25pm 
@pgames-food Coincidentally, the version on my PC has a habitability and pop growth penalty on the modifier ('sentients may experience headaches, nausea and a decreased libido').

I didn't want it spammed, you should think about needing to remove it. I added the exemption for Holy Worlds, so needed a way for non-spiritualists to be able to 'hold' a world, for whatever reason.

My own games have become fairly esoteric, spending days playing a galaxy for fun, not for any win. It's common for me to abandon the galaxy and seed it with life on my way to the l-cluster, or leave regressed populations of my species behind (if I go full xenophobe & kill everything).

Yeah lag sucks, but mods to optimise things help, and my tendency to thin the galactic population out helps. Not suitable for quick games, only handy if you’re abandoning territory for any reason & don't want any later empires to get free terraformed worlds. I really only made it for the long game world building experience.
pgames-food 20 Aug, 2021 @ 7:27pm 
hi its an interesting sounding mod.
can i check how the costs work?

Stabilise Planet – 150 Inf, 2k Energy - Adds Biosphere Stable modifier
Cease Stabilisation – 50 Inf, 500 Energy – Removes Biosphere Stable modifier

maybe i need more coffee :) but i can understand the cost to Stabalise it,
but if it costs to cease, does this mean that there is an On-going cost?
for example, why would you want to cease (if ceasing has a cost too)?

the only other thing im thinking about, is that (in my games at least) i rarely am able (or rarely have the time) to terraform (even if i do have enough energy), simply because there are so many worlds to quickly grab, and terraforming takes Ages :)

so maybe that can be addressed by a separate mod that reduces terraforming by at least 50% or more, because usually when you reach a certain star date, the game will get very laggy or crash or finish :) (but thats a separate issue i guess)