Stellaris

Stellaris

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Real Terraforming
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8 Sep, 2023 @ 12:18pm
19 Jun @ 11:41pm
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Real Terraforming

In 1 collection by Annatar
Real Space Full Pack
10 items
Description
Real Terraforming v 1.2

This version is compatible with patch 4.0 Phoenix.

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This mod is designed to completely change the existing mechanics of terraforming in the game. Real Terraforming should appeal primarily to those who like wagering and interesting micromanagement. Like most of my mods, this mod will not make your game easier.

This is a completely standalone mod that does not require Real Space. Although I plan to add more features in the future, when combined with some of the other mods in my series.



When using Real Terraforming, you will not be able to terraform habitable planets in the old ways. The terraforming button won't go anywhere, but you won't have any links available to modify a planet, except for some exceptions. Exceptions are things that have not yet been added by this mod. For example, the ability to terraform uninhabitable planets.

The main feature of the new terraforming mechanics is the use of situations. You may have seen a similar thing when playing with “Idyllic Bloom” civic.

Terraforming technologies will now open up special terraforming projects that you can launch through planetary decisions. Terraforming projects can have different terraforming goals and ways of approaching them. Terraforming goals can include not only climate change (changing the class of a planet in terms of game mechanics), but also changing various planetary features (modifiers, deposits, etc.). Different terraforming projects can affect different parameters of a planet, the change of which is displayed as terraforming process scales (situations). Terraforming projects can trigger multiple terraforming processes. For example, a “Climate Change Process” Project affects Temperature and Humidity, which are displayed as two separate situations.

Terraforming projects almost always require special buildings. In some cases, these special buildings give access to these projects. In other cases, the special positions that these buildings grant are required to progress already running projects.

During the terraforming process, various events will occur that affect the progress of terraforming and other features of the planet. The outcome of terraforming may not always be predictable. Random events can drastically alter progress and lead to a different result than you expected.

Depending on the terraforming project, you may be able to influence some terraforming processes directly, but not others.

Losing control of a terraforming project (by forgetting) can also end badly. This mod is an additional burden on micromanagement in the game.

Game modifiers that speed up terraforming will also affect the speed of progress of terraforming processes (situations).

Terraforming Projects

Deep Borehole Drilling - Opens with the "Terrestrial Sculpting" technology. A "Geoengineering Complex" building is required.

Aquifer Release - Opens with the " Terrestrial Sculpting" technology. Requires Geoengineering Complex building.

Greening Operation - Opens with the " Terrestrial Sculpting" technology. Requires "Soil Fertilization Plants" building.

Climate Change Process - Opens with "Atmospheric Manipulation" technology (Old technology removed from the game is back. Hands-on!). "Terraformers" or "Terraforming Drones" jobs are required to progress.

Climate Restoration Process - Opens with the "Climate Restoration" technology. "Terraformers" or "Terraforming Drones" jobs are required to progress.

The "Ecological Adaptation" technology, at this time, does not open new projects, but mitigates damage to the ecosystem from terraforming and unlocks improved terraforming buildings.

Uninhabitable World Terraforming (Update 1.2)

Now you can finally terraform uninhabitable worlds. For this, you will need another mod - Planetary Stations.

For each terraforming project, I came up with some of my own features: multiple stages, buildings, interfering deposits and other random events. This time, the uninhabitable world terraforming projects will have only one stage and will not have any random events. In addition, there will be no failed terraforming result, instead, terraforming will last 4 times longer and will be done in two stages. It sounds terrible, but the feature of terraforming uninhabitable worlds relies too much on importing various chemical elements from other planets. These are such important components as water, methane, greenhouse gases, nitrogen, etc. Most of them are in short supply or, on the contrary, in excess for different classes of planets. Please note that intensive water export from habitable planets can lead to consequences. On the other hand. Perhaps these were your plans from the beginning. After the first stage of terraforming, an uninhabitable planet will not become habitable, but you will see external changes, and the planetary station will receive some bonuses.


How does it work?

The terraforming process is usually self-explanatory. You can see what happens at each step and control depending on your goal. But in some cases, you may need a hint. So if you like to learn everything on your own, don't read below.

Two parameters affect the planet's climate change: temperature and humidity. The combination of these parameters determines what class of planet you get.

Desert World - Temperature: High. Humidity: Low.

Arid World - Temperature: Medium. Humidity: Low.

Savannah World - Temperature: High. Humidity: Medium.

Continental World - Temperature: Medium. Humidity: Medium.

Ocean World - Temperature: Medium. Humidity: High.

Tropical World - Temperature: High. Humidity: High.

Alpine World - Temperature: Low. Humidity: Medium.

Tundra World - Temperature: Low. Humidity: Low.

Arctic World - Temperature: Low. Humidity: High.


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Version 1.0 is, in a way, an experiment. I needed to realize an idea, and I did it.
Already in version 1.1 I plan to do some bug work, based on feedback. There will also be new terraforming projects and synergies with New Frontiers (ability to terraform into subclasses, etc). The ability to terraform other classes of planets among the habitable planets for which I haven't had time to add such a feature will be added.
Version 1.2 will open up the ability to terraform uninhabitable planets. And of course will add synergy with Planetary Stations.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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132 Comments
Wostr 22 Jul @ 7:13am 
As of ver. 4.0.22 climate restoration of tomb worlds seems not working (0,0 progress regardless of number of terraformers) and Azaryn's terraforming of barren worlds is also not working.
oxychaos 18 Jul @ 12:09am 
Love the mod, but reloading saves seems to remove building options.
juxandreasjux 14 Jul @ 12:53am 
Seems not to work stuck at 0 progress even thou buildings with workers us there
Allenor 1 Jul @ 5:23pm 
Terraforming seems bugged when you take over a planet after integrating an AI vassal. Planet show an ongoing Terraforming process, but i can neither interact with the process nor stop it.
robert__79 28 Jun @ 4:01pm 
after the project was launched, the planet went from steppe to jungle in a second. Is that how it works or is it a bug?
银色子弹 25 Jun @ 7:38pm 
Even though jobs are being created, the terraforming process is still slow. Am I doing something wrong, or is it something else?
GE0 23 Jun @ 4:33pm 
Would it be possible to add a check for tech_detox OR ap_detox? Asking because I really like both your mod and Detox Technology , and would like to be able to use both together if possible.
Vlad_1492 22 Jun @ 6:58pm 
Gaiaformers don't seem to add jobs.
Vlad_1492 22 Jun @ 4:00am 
Do leader traits like Cartographer that boost terraforming speed and edicts like Terraforming Gases work with this?
Vlad_1492 22 Jun @ 3:25am 
I like this mod. Is seems pretty well-balanced to me, at least with my playstyle and modlist. Overhauling an entire planet *should* take a major commitment. Transformation times are not terrible if you devote a lot of slots to the gear and staff.
Also, I should have paid attention to the warning sign before I went one step too far and wiped out about 8k pops in one swoop.