Stellaris

Stellaris

Not enough ratings
Simplified Specialized Planets
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.488 KB
2 Feb, 2017 @ 11:44am
14 Oct, 2017 @ 2:23am
4 Change Notes ( view )

Subscribe to download
Simplified Specialized Planets

Description
Feel like the planet specialization mods out there are too bloated and complicated to be fun? I did too, and this mod is the solution!

This mod introduces a simplified and balanced planet specialization system to gear each of your planets to excel at what they do best. By spending influence to enact an edict, the player can place a permanent modifier onto a planet, that boosts some production while slashing others.

The introduced new planet specializations are:
-Agri World
-Mining World
-Fortress World
-Urb World
-Rust World

These new specializations are enacted by the following edicts:
-Specialize Agriculture
-Specialize Mining
-Specialize Defence
-Specialize Urban Development
-Despecialize

The specializations give these modifiers:
-Agri World:
food production and society research +25%
minerals and energy production -50%
physics and engineering research -50%

-Mining World:
max mineral capacity +500
mineral production and engineering research +25%
food and energy production -50%
physics and society research -50%

-Fortress World:
food, mineral and energy production -50%
physics research +25%
engineering and society research -50%
planet sensor range +100%
planet border range +25%
population ethics shift -15%
planet fortification strength +100%
garrison health +100%
army build speed +10%
army build cost -10%

-Urb World:
max energy capacity +500
energy and all research production +25%
food and mineral production -50%
planet migration pull +100%
population growth requirement -20%
population ethics shift +15%

-Rust World:
all production and research -25%
planet migration pull -50%
population growth requirement +25%
population happiness -10%

Enacting a specialization costs 150 influence and takes place instantaneously. Specialized planets can select Despecialization, which causes a planet to turn into a Rust World, and remains as such for a decade before normalizing. After this period the planet can be respecialized again.

I highly recommend playing this mod with the Food Import/Export mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808660349
10 Comments
[Dolt] Ewokz 14 Oct, 2017 @ 4:43am 
Sweet thanks!
Uncle Saba  [author] 14 Oct, 2017 @ 2:24am 
Updated to 1.8.2
[Dolt] Ewokz 10 Oct, 2017 @ 7:56am 
1.8 please?
TheRenegade 1 Aug, 2017 @ 9:31am 
@uncle Saba - You're the best!
Uncle Saba  [author] 1 Aug, 2017 @ 6:43am 
Updated to 1.6.2
TheRenegade 31 Jul, 2017 @ 3:14pm 
Update for 1.6.2 or even 1.7??
Drumroll 10 Apr, 2017 @ 11:31am 
Man i wish i found this mod sooner love it ^^ thank you.
Uncle Saba  [author] 10 Apr, 2017 @ 7:39am 
The mod has been updated to 1.5.0, however I haven't had the chance to playtest it yet. New updates will follow if I find reason to make changes/fix things.
Uncle Saba  [author] 2 Feb, 2017 @ 8:30pm 
Adding specialized research worlds caused the following problems:
1. They were not distinct enough from urb worlds, which already receive a massive bonus to all research
2. They would be OP, thus forcing the player to always make them
3. Adding more types goes against the minimalistic design goal of this mod, which attempts to achieve more with less

The same reasoning goes for why there are no prison worlds, trade worlds etc. If you want a mod with lots of different planet types, I recommend checking out Dedicated Worlds: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=844630489
Invincible 2 Feb, 2017 @ 7:52pm 
Where be the research planets?