Stellaris

Stellaris

RealGravity
37 Comments
Shamis 11 Apr, 2017 @ 5:45pm 
Are you still looking for someone to help with this mod?
Peter34 3 Nov, 2016 @ 8:31pm 
I think this mod sounds like a good idea, and it'd be nice if someone could take over maintenance of it (because it makes smaller planets more attractive to colonize), but I propose two improvements:

Have the effect be smooth instead of breakpoint-based, so that for each +/-1 planet size, there is always a (small) modifier. As it is now (assuming it still works in 1.3), the player has to remember where the breakpoints are, e.g. that something happens above exactly 22, and under 11.

Secondly, have it affect not only building Mineral cost, but also how much time it takes to build (and it shouldn't affect Tile Blocker removal cost/time, assuming it already does this. That's not very realistic).
kinngrimm 8 Aug, 2016 @ 1:20am 
i like this idear, what would you think of gravity also influencing the chance of having genetic mutations? Like the very big and very smal planets would slightly increase the chance for evolutunary adjustments? Besides the Building costs also the upkeep cost could get slightly higher and food production less efficient which would make the space station habitat mod more viable.
Siksik  [author] 27 Jul, 2016 @ 5:37am 
I'm very glad it's still of use for those that enjoy it :)
Invincible 27 Jul, 2016 @ 5:20am 
Ah ok, good thing the mod still works though.
Siksik  [author] 27 Jul, 2016 @ 4:11am 
Sorry, unfortunately I don't have the time to keep working on this mod. I'd be happy to have anyone help out :)

If I ever get the time, it will definitely grow!
Invincible 23 Jul, 2016 @ 1:36pm 
Hope this mod isnt dead
Rubaedo 21 Jul, 2016 @ 6:25pm 
Is this going to be updated at all soon?
Siksik  [author] 13 Jun, 2016 @ 2:12pm 
@Arathel Being completely correct, what would determine the gravity is the mass and the radius:
g ∝ M/R
A ∝ R^2 -> R = A^1/2
M = ρV ∝ ρR^3 ∝ ρA^3/2

Therefore: g ∝ ρA^3/2
(just in case, g: grav. potential, R: radius of the planet, A: planet's surface, ρ: planet's density)

So, being this the case, my guess is that the average density of a planet may vary around 20% (Earth's is 4.43 g/cm^3, Mars' 3.91 and Mercury's 5.43...) while the area goes from small planets (~9 tiles) to big planets (~25). This is a broad approximation, but here the variation goes up to 60%, which is additionally affected by a 3/2 factor.

I agree that the gravity potential is not totally determined by it's size and that the 20% variation should be reckoned, but this is as far I got up to now :)

Cheers!
Arathel 12 Jun, 2016 @ 3:34pm 
B-but, the size doesn't determine the gravity. Density would.
Assinmypants 24 May, 2016 @ 9:39pm 
@awesomeadam217 No. The gravity on the surface of a planet does not depend on where you are in the galaxy. Remember that you can be in a gravity field, but not experience any "weight" or pulling down if you are in orbit.

Yes of course, orbit would create the gravitational pull and not the relation of the distance to the center, you're right.
Siksik  [author] 24 May, 2016 @ 11:59am 
Nice catch! I haven't disabled them, I'll do that ASAP and change the tectonics modifier accordingly. Thanks!
awesomeadam217 24 May, 2016 @ 8:59am 
@Siksik Oh definitely. Hey on that point, is the vanilla "high gravity" and "low gravity" planet modifiers disabled? And does the vanilla "unstable plate techtonics" still appear if those are disabled?
Siksik  [author] 24 May, 2016 @ 8:48am 
Thanks for the clarification :)

In any case, regarding that point, I think there would definitely be some tidal forces from the supermassive black hole from the center that would affect habitability based of the distance from the center. In any case, it would need some maths to know how it would affect and I don't think it would help with gameplay.
awesomeadam217 24 May, 2016 @ 5:32am 
@Siksik I was responding to @Assinmypants, as that claim did not true.
Siksik  [author] 24 May, 2016 @ 1:40am 
@awesomeadam217, I'm not sure to understand what you're trying to convey or if you comment is a quedtion to something.
awesomeadam217 23 May, 2016 @ 10:08pm 
>3 - Lastly, wouldn't the central core of the galaxy lend to adding a gravity value as you get closer to it? If so then a planet would differ in gravity also based on location.

No. The gravity on the surface of a planet does not depend on where you are in the galaxy. Remember that you can be in a gravity field, but not experience any "weight" or pulling down if you are in orbit.
Siksik  [author] 18 May, 2016 @ 6:34pm 
Totally agree with that. I'm still figuring out a way to make it all fit nicely with the traits. Thanks for the detailed suggestion, as you worded out exactly what I was thinking :)
Assinmypants 18 May, 2016 @ 5:50pm 
I've been using your mod from the start and love what it does already. After reading the potential of this effect I think it would definitely create a new edge to play against/with in the game. Thanks so much for it.

On that note I've been using the 'A New Home' and 'A Touch of Realism' mods.

A new home allows starting planets of 16-21 size.
A touch of realism remakes the galaxy with the systems clustered in the center.

1 - After reading what Bear wrote could it be possible to have the starting planet ratio be that races zero value and other densities read + or - from that.

2 - If so could also set it so that eventually after a few generations of pops there would be ones that have the new planets density value as the perfect 0.

3 - Lastly, wouldn't the central core of the galaxy lend to adding a gravity value as you get closer to it? If so then a planet would differ in gravity also based on location.
Sorry for the novel but there was quite a bit to say.
Thanks again for your mod.
Siksik  [author] 18 May, 2016 @ 2:37pm 
@Dekeon Didn't think about the adaptative trait. That's a really interesting thought, although would need careful rebalance of those traits. Regarding the building, someone commented on using the frontier clinic for a similar purpose, but I think that an additional building further on in the tech tree to reduce gravity penalties might be a good idea.

I should definitely check how MoO 2 plays with this. Thanks a ton for the comment!
Dekeon 18 May, 2016 @ 1:49pm 
Oh man, I remember the gravity affecting options from Master of Orion 2 and its custom race builder. Im not going to get this right away, but I am definitely going to keep an eye on it for now.

Since you are thinking of having the people living on planets adjust to the gravity and gain traits from it, would it be possible to have the adaptive traits affect the speed that this happens?

A second suggestion is if you can add techs have one that allows something to be built on a planet to nullify or alter gravity effects? I imagine it would be costly both resource and research wise though.
Bear 17 May, 2016 @ 9:08am 
it seems to me, yes, low gravity can reduce the cost of construction, it is necessary to leave the planet as a modifier. and happiness must change within the adaptation changes. ie each step in the direction of increasing to -10% adaptation, every step in the direction of decreasing -5%. Total race, accustomed to normal gravity on very large planet will get immediately -20%, regardless of its type. and race, accustomed to the very strong gravity at very low, too will receive -20% (5 * 4). numbers are given exemplary.
Siksik  [author] 17 May, 2016 @ 8:57am 
@Bear Very true, but this is a first iteration of a solution. I intend to have people "get used to" different gravities with buildings/tech/time and even have this provide traits.
Bear 17 May, 2016 @ 8:50am 
please, explain me: if homeworld is "ideal" for my race, why any planet with very high gravity (like homeworld, if im use big homeworld mod) bring me unhappines? my race love high gravity! pls, rebalance it, if perhaps. modifier must act on specific pop. if is adapted to very high gravity, it is very low it will operate differently than those used to normal. and vice versa
Siksik  [author] 17 May, 2016 @ 8:11am 
Oh, I see, that's an interesting thought. I think this could be done taking into account the "mineral rich" modifier.
DarkRaven 17 May, 2016 @ 8:01am 
I assumed that minerals included heavier elements including tungstun used to make space worth vessels.

A high mineral content world would indicate to me a world where these could be found more easily, suggesting that it contains a larger percent of those element and are in turn denser.

I just wanted to explain my reasoning for the initial suggestion. ^.^
Siksik  [author] 17 May, 2016 @ 1:46am 
@Lime Traits related with low gravity are definitely inteded. I have to figure out a way to include them. Thanks!

@Alderon With the current AI I think it would be very frustrating to keep losing ships because they got too close. I'll consider the idea for further iterations, though.

@DarkRaven I think I'll go random on this, as there are things much more denser than mineral (imagine a tungsten core).
DarkRaven 16 May, 2016 @ 10:20pm 
Going off of what Redzin mentioned, would it be possible to adjust the levels by the amount of minerals on the world?
Alderon Tyran 16 May, 2016 @ 6:53pm 
could you extend the collision box around a black hole and set it up such that any ship that contacts that is deleated? it would be more realistic that flying right up to it
Probably Lime 16 May, 2016 @ 5:17pm 
It might be interesting to have traits appear from living on various gravity worlds. For example:

High gravity dwellers would eventually develop the 'strong' trait, or a custom trait that increases combat ability.

Low gravity worlds would give people a special 'low gravity' trait which reduced their combat abiltiy but gave a bonus to ships built on that world for having low-gravity adapted crews.
Siksik  [author] 16 May, 2016 @ 3:21pm 
Having it as a trait and having pops "get used" to different gravities and having that show in their genetics could be a possible way to run, thanks for the idea :)
Ultimuh 16 May, 2016 @ 3:17pm 
Maybe you could eventually add species traits which counters these modifiers?
I mean, some aliens might be used to different gravities.
Siksik  [author] 16 May, 2016 @ 1:31pm 
Yeah, a little bit of randomness was intended, but I didn't get it done for the first version. In any case, we can asume that the density is more or less similar for most cases, but I agree it would feel nicer. The implementation is a bit tricky, though.
Redzin 16 May, 2016 @ 1:18pm 
I would love some more randomness in this mod. The gravity at the surface is not determined by the size of the planet, but the densitiy. You can have a planet the size of earth with either much more or much less surface gravity, depending on whether the core is denser. I don't mind size being a factor but it feels a little too much like a direct nerf to big planets.
Saxxon 16 May, 2016 @ 11:51am 
Thanks man! Glad I could contribute somehow
Siksik  [author] 16 May, 2016 @ 11:49am 
Oh, that sounds like a pretty solid idea! I'll note it down to give it a further thought :)

Thanks!
Saxxon 16 May, 2016 @ 11:44am 
You could have it alter population growth. Normal gravity being essential for healthy fetal growth it'd make sense to lose a lot of children in early development until more advanced healthcare is available in an odd gravity. Maybe -%15 population growth until a frontier clinic is set up, that could presumably provide bone supplements? The Expanse is a favorite scifi series of mine that addresses this well.