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Alpine/Tundra
Arctic/Ocean
Desert/Arid
Savanna/Tropical
For non-continental species:
80% = Primary (homeworld and its partner)
60% = Secondary
40% = Tertiary
20% = Other (including Tomb?)
Up to you.
- Make tertiary habitability (outside your single primary, 80%, and two secondary ones, 60%) 40% instead of 20%.
- Make Tomb Worlds 20% instead of 0%. That way they can be made habitable for biological colonists through technologies that increase habitability.
Just an idea. I appreciate your time!
I will take a look at Stellaris after the 1.3 patch and try to put together something that will get it back to playable.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=718508159
This what you're looking for?
I just wrote a guide to unblocking the techs so that anyone can remove them without having to worry about compatability with other mods, including Belle & Bellicosity.
ShadowDragon, until you can come up with an "event" to do the same thing, I believe this is your best option at the moment. Could you perhaps make a note in the mod discription so people understand this issue?
mr_Creepssss, please read my guide (don't be alarmed by it's length, I was being explanitory and thorough) to modify the blockers yourself. I wrote it so you can just unblock Continental, Tundra, and Arid or all planets can get all colonization tech. I also (hopefully) covered most senarios.
Please tell me if either of you find any errors or missing information in my guide, I'll update my post.
What you need is to find a method of allowing Continental to research Arid and Tundra (and the opposite) without dragging the other types along with them.
You need to somehow write a code that triggers an event, edict, or perhaps technology so that AFTER a Continental "ideal class" (as the game calls it) species researches the other 4 types (if Tropical, Ocean, Desert, Artic techs have been researched, this happens) so that the far 2 are immediately found "permenant" in the society technology segment or automatically researched.
Same for the others, only smaller requirements: Arid - triggers after researching Desert and Tundra. Tundra after Artic and Arid.
This way they unlock after all other "viable" types via your mod are researched.
Is this possible is the question. My coding skills are rather basic.
1. Ignore my find and accept that Arid and Tundra are not compatable with Contintental (although this seems to defeat the purpose of your mod here).
2. Make a second version of this mod (linking both) and explain on the 00_soc_tech modded one that it is incompatible with some of your mods or mods that alter technology files.
3. Make one (maybe two) "Master Mods" - you combine all your mods into one subscription, allowing you to make all changes in all files without conflict.
4. You make a discussion forum here about manually making the changes I suggested. With a clear guide, it's not hard to make the appropriate changes, although explaining how to "separate" the mod if necessary might. Or just manually change your mod file for personal use?
Would this be easier as a discussion?
Buggery. That's a real problem for me, since my Shadow's Defs mods all those files. I can't override it in this one with the vanilla tech costs without buggering up the override in Shadow's Mods with non-vanilla tech costs.
If you go into common --> technology --> 00_soc_tech.txt, and you go down to around line 719 (where it is in mine), you'll find the start of the 7 planet colonization technologies. There is a modifer in each that (I believe) prevents a planet type from researching the opposite two. For Desert (the first listed) the factor = 0, so (I think) the code wouldn't allow Desert species to get Ocean or Artic colonization ability. Normally, no problem.
Since you made Continental "universal", this means some types cannot be researched. Continental cannot research Arid or Tundra and those both vis versa. Since you made it 60% for all, I thought you might want to look into changing this coding. Do I have this right?
You're idea works, and I've enjoyed the change, as it makes managing my "empire" a little easier actually since I now don't have to somehow build 3-4 frontier outposts just to figure out how to "connect" my borders.
As for the adaptive traits, it *should* show up. How else do you know they work? So, since my "main species" that I use has Adaptive, then all 80% are actually 90%, and all 60% are actually 70%? Would that show up in the happiness of the colony if I get it that high?
Thanks for the replies.
And yes, the Adaptable/Very Adaptable traits do work. They simply don't show up on habitability previes.
Side Question: So, if I'm understanding your "mod" correctly, for Artic it would be Artic/Tundra are "primary" (80%), and Ocean (the other adjacent type) would be "Secondary" (60%)? Is Continental always a 60% secondary for ALL other types of planets?
If that's the case it would be: Desert would have Desert/Arid as 80%, and Tropical and Continental as 60%? Do I have the right idea?
If the above is right, the only differences (I think) for mine from yours: no "pairing" (Desert/Arid - Ocean/Tropical - Tundra/Artic) of primaries, and Continental isn't a "universal" secondary.
This encourages species to find world either same type, or the two "closest" matches. I could see a Continental type species adapting well to tropical or ocean, the others... not so much. This way each species focuses on 3 types of worlds, with the "same" type as the homeworld being best, but the two "similiar" types are acceptable. The 4 others would only be acceptable through terraforming, special technologies, and probably gene manipulation. Then those world would move up to at least 60% (all 4) so they may be "properly" colonized.
Speaking of habitability, out of curiousity, have you actually "seen" the 10% or 20% "improvments" in habitability for the two "adaptive" species traits? I'm wondering if they actually work, because if a species has "10% adaptability", shouldn't the habitability go up 10%? So therefore a "same type world" should be 90% right? That never happens.
The general idea is that on the "planet type wheel", you have the current type as "ideal" (not 100%, as you "know" you're homeworld very well, and while the same time is extremely similiar, it might have unknown weather patterns, wildlife, bacteria, etc, so it's "almost"), the two "adjacent" planets as "primaries", and all others as "not all that suitable".
It would go like this:
Continental Type: Continental = 90%, The "Adjacent" Types (Ocean/Tropical) = 80%, Next "two" in the "circle" (Desert/Artic) = 25%, The "far two" in the "circle" (Arid/Tundra) = 10%
So for Tundra: Tundra = 90%, Adjacent (Artic/Arid) = 80%, Next "two" (Desert/Ocean) = 25%, and the "far two" (Tropical/Continental) = 10%.
The 25% and 10% percents can be changed, but you get the idea.
The way I have this set up is that all planet types consider the one adjacent to them but divided by a line to be secondary habitability. IE, Ocean worlds consider Ocean and Tropical to be Primary and Arctic and Continental to be Secondary.
The other way you could possibily do this is when you look at the "planet type" selection for creating your species, each planet type has 2 adjacent types. For continental: tropical & ocean. You would have Continental worlds at like 90% (I always thought 80% was too low for the same type you start with. I get not being 100%, but 90% should be right), and tropical/ocean would be 80%. Then to other types would be 30% or less. This would apply to all world types: same type is 90%, adjacent types would be 80%, and everthing else would be practically non-inhabitable until you unlocked terraforming.
If anything, would you consider updating this so that the "other" adjacent planet for the "3 pairs" on the "outer circle" would get a boost too? Not as much, but still?
Just food for thought. It's your mod, and a very nice one. Thank you!
Arctic, Arid, Continental, Desert, Ocean, Tropical and Tundra are the vanilla habitable planet types. There's also Barren, Barren Cold, Vulcanic, Toxic, asteroids, and a few others that are not de facto habitable.
Honestly, I almost think it would be easier to make researching the New Worlds Protocol give you like, 5% progress towards the planet colonization techs, putting them all on your menu as persistent options until researched.
Continental gets to be Jack-of-All-Trades, but they only get Continental at primary. Everybody else gets effectvely double the homeworlds.