Stellaris

Stellaris

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XC - Colonize Any Climate
   
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16 Jun, 2016 @ 6:58pm
17 Jun, 2016 @ 3:29pm
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XC - Colonize Any Climate

Description
Changes the colonization mechanics to allow you to colonize any climate as soon as colony ships become available; also changes the climate research technology to give +5 Habitability instead of the ability to colonize.

My reasoning for this mod is that you are an advanced space faring civilization, you should be able to build a biodome on the surface of any planet and survive. We, as humans, already have this technology today, so it stands to reason that in 200 years doing something like that won't be much of a problem.

How this change will impact your game:

1. Total Habitability bonus, aquired via research, will increase from the unmodded +10 to +45. The additional 35 comes from +5 Habitability per climate environment researched, of which there are seven.

2. AI will take advantage of this early game. Expect the AI to expand much faster early game then they did previously.

3. The "Adaptive" and "Extremely Adaptive" traits becomes more valuable on a species, allowing for them to colonize some of the most extreme environments and still be relative happy. This is already balanced by the hefty 5 point cost of Extremely Adaptive.

4. Robots become more important early game, allowing for you to snatch up planets early. Again, this is already balanced due to the increasing research costs of having more planets.

5. An overall most "Strategic" feel to early game expansion. No longer are you forced to colonize your species single climate, you can now CHOOSE to colonize climates that aren't that ideal. YOU decide if you want to deal with unhappy and unproductive citizens on a world they are not suited for.

Compatability:

This mod makes changes to "00_planet_classes.txt" as well as "00_soc_tech.txt". Due to the way Sterllaris handles CHANGES made to these files, this mod will NOT be compatable with any other mod that CHANGES these files. This is a limitation of the modding tools (as far as I know), in that changing a pre-existing technology requires that you include these files to overwrite the default games files. (if someone know how to make these changes without duplicate tech entries showing up, by all means let me know in the comments).
6 Comments
RedEagle5 15 Mar, 2017 @ 5:33pm 
Needs to be updated to 1.4.1
DEFIANTx 7 Sep, 2016 @ 7:32pm 
needs an update please
ShadowDragon8685 23 Jun, 2016 @ 11:47am 
One possible alternative would be to take a look at the "The Belt" mod and see how they did things. Instead of raising habitability overall, "The Belt" allows you to build a tile improvement that adds a huge whack of Habitability to the specific planet it's on. In that mod, the "Life Support Systems" make the habitability of an asteroid go up from 20% to 80%.

Of course, (most) planets have far more tiles than an asteroid in The Belt, but on the other hand, there's generally more you wish to do with a planet than with an asteroid.
Neshamah 22 Jun, 2016 @ 4:43am 
Awesome picture ! We definitely need to add sentient Water Bears to the game ! LOL ! :idea:
Xionanx  [author] 18 Jun, 2016 @ 11:12am 
I actually wanted to do juat that, make each climate tech simply increase its OWN habitability. However, due to the limitations of the Stellaris modding engine, that kind of "Fine Tuning" just isn't possible. (at least not that I can see). Maybe it will be doable in the future.
Theobald 18 Jun, 2016 @ 9:16am 
Hi ! Cool train of thoughts.

And about colonization techs - what about making insted each one give +30/35 habitability on its own climate rather than a whole +5 everywhere ? (So that's more a "tuning the biodomes for a specific climate" stuff)
Someone could argue that sealed environments should cost more minerals and time to build, though...