Stellaris

Stellaris

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Realistic Habitability
   
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20 Jan, 2017 @ 3:37pm
22 Apr, 2021 @ 5:30pm
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Realistic Habitability

Description
= WIP - NEEDS UPDATE FOR 3.0.* (NEMESIS) =

This planet habitation mod is based on the assumption that water (to some degree) is essential for all life. Unlike other planet mods, this preserves all vanilla planets, but allows for effective colonization along a more linear curve from "warmest" to "coldest". In other words, this works exactly like current vanilla gameplay, but also allows you to colonize two additional planet types at a base of 40% habitability (compared to Vanilla's 20%) depending on your chosen primary planet type.

Linear Temperature Model (warmest to coldest):
Desert - Arid - Savannah - Tropical - Ocean - Continental - Alpine - Tundra - Arctic

-Habitability Base Changes-

Vanilla:
Primary planet = 80%
Secondary planets (x2) = 60%
All other planets (x6) = 20%

This Mod:
Primary planet = 80%
Secondary planets (x2) = 60%
Tertiary planets (x2) = 40%
All other planets* (x4) = 20%

As you can see, this mod makes a much more gradual linear curve from most habitable to least habitable.

"Dry" planet species:
+have 40% base habitation for Tropical & Ocean worlds.
"Cold" planet species:
+have 40% base habitation for Continental & Ocean worlds.

"Wet" planet species vary depending on their primary planet:
Tropical (warmer) get Savannah & Arid at 40% habitation.
Ocean (temperature neutral) get Savannah & Alpine at 40% habitation.
Continental (colder) get Tundra & Alpine at 40% habitation.

NOTE: Since this mod makes Ocean planets fall dead-center on the temperature scale, it does make Ocean worlds slightly more attractive for all species (but remember, only 40% habitable for 2/3 of them). However, if using the above logic regarding water being essential for life, this does make a lot of sense. Also, as much as I don't care for Paradox's wonky 9 planet archtype system, I'm loathe to take too far a departure from vanilla gameplay.

New Faction Ethics Changes for 2.2 (Megacorp patch):
1) Tomb world species now have a base habitability of 60% for ALL standard 9 planet types to simulate their "resistance" to envornmental factors. The goal is to make Tomb world species a kind of "generalists, but masters of none" regarding colonization and give you another option besides taking the "Adaptable" species traits.
2) LIfe-Seeded species now have a very mild base habitability of 40% for the 5 more "temperate" non-Gaia planets (Gaia world stats remain unchanged); the goal is not to give any additional early advantage, but to give a species more strategic options besides making more gaia worlds or needing to rely on other species to make new colonies.

Compatibility:
Can be toggled on/off for saved games.

This will conflict with any other mod which alters 00_habitability_traits.txt
Popular Discussions View All (2)
2
4 Dec, 2018 @ 4:57pm
General Discussion
MagnusEffect
0
10 Dec, 2018 @ 6:37am
Looking for feedback on the 2.2 changes
MagnusEffect
131 Comments
endeyfire 2 Jul, 2024 @ 1:43pm 
this mod perma crashes the game now unfortunately.
Tactical Rover 16 May, 2023 @ 12:35pm 
Hi, I found an issue with the mod. For some reason, If I have the "Eager Explorers" trait on an empire when I boot up the mod, it automatically removes it. Could you please look into it?
Connacht 5 Feb, 2023 @ 2:41am 
I don't think that a continental species would have more problems with a savannah world rather than a tundra world, they could be equivalent imho. Similarly, I think that dry species would have a lot of issues with ocean worlds, more than with continental worlds that should be the jack-of-all-trades of planets.
Colonizor48 18 Apr, 2022 @ 1:57pm 
@youtubitz link?
youtubitz 30 Mar, 2022 @ 9:43pm 
Someone just uploaded an updated version of the mod
Ken Stormwolf 11 Jan, 2022 @ 1:58pm 
Hey for some reason, My Prefered world is coming up in the lows (namley 20%) no update?
MagnusEffect  [author] 17 Sep, 2021 @ 1:21pm 
yeah, sorry guys. i never got the update done.
Firehawk2.0 17 Sep, 2021 @ 8:57am 
this mod is broken. Lem Update. All portraits 0% habitat
Omicron 14 Jun, 2021 @ 11:47am 
Don't worry, I've had a snack since then and calmed down =P

Feel free to do whatever thing you like with your mod, it's your work and you're giving it to us free of charge. I just ask for accurate documentation of all of the mod's features in the description, so I can see at a glance what I'm getting into.
MagnusEffect  [author] 14 Jun, 2021 @ 8:40am 
Sincere apologies Omicron. This is related to the bug found by a previous user that I had intended to address and forgot about by the time I returned from my extended vacation.

The changes were originally intended to affect only one or two habitability-related traits, but something must have changed how these were read in a vanilla patch some time ago and it took this long to come to my attention. I will be sure to get this working this week as intended (according to the description). Again, very sorry for the hassle and thank you for bringing it to my attention.