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Your people, having travelled for millenia aboard a sub-light colony ship, have finally found a new home. They find technology that, unlocks the secrets to the star and within years, propels them to ever-higher feats as they learn about the ruins they inhabit.
System:
-Gaia World with Natural Beauty, Lush, and Asteroid Belt modifiers, intended as 'new' homeworld.
-Ideal World with High or Exceptional Quality Minerals and High Gravity modifiers. Large world in relatively empty outer solar system, attracted many asteroids in it's past, hence the minerals.
-Arid/Desert World with High Gravity, Unstable Tectonics, Strong Magnetic Field, and Titanic Life modfiers. Closest to sun, but in habitable zone.
-One asteroid belt close to the star. Used to be a planet ripped apart by tidal forces from it's outer neighbor.
-Misc. planets, one Gas Giant with some moons.
Start with Gaia world colonized but only one pop. You grow from there
A sizeable portion of AI's are starting on Gaia worlds. They all get Gaia world preferrence and then don't expand. Makes games really zzzz. Could this be a result of this mod?
@₯ whoops! did not think about that. see if i can fix that on the weekend.
https://steamuserimages-a.akamaihd.net/ugc/158032663448028332/DAFCB71FAAC3225ECB48F6936EFD1F8874DDE2C4/
If you create a new planet class, the game expects an accompanying habitability trait.
I would suggest creating a dummy trait for each of the planet classes you add:
trait_pc_ringworld_habitable_mammalian_preference = {
icon = "gfx/interface/icons/traits/trait_pc_ring_preference.dds"
modification = no
modifier = {
pc_ringworld_habitable_mammalian_habitability = 1.0
}
I'd also love to have a system where one of the neighbouring stars is surrounded by a Dyson Sphere Ruin (if such a thing exists in the game).
And a simpler one would be a system that has two or three other habitable worlds (it generally looks like a normal system, just with more habitable worlds) where all of them have a few ruined buildings. Or just normal buildings if you can't add ruins. Fallen Empire level of technology please.
By the way, for the habitat start you might need to mod the game so that habitats can have spaceports, otherwise it's going to be a short game ;)