Stellaris

Stellaris

(Real Space) New Worlds
Lex Peregrine  [developer] 25 Oct, 2017 @ 10:27am
Habitability and Terraforming
Habitability:

This mod makes the habitability relations table a bit more complicated, there are no primary to tertiary relations based on climate type. Relations can range from 0% to 80% depending on several different factors, a spreadsheet document can be found in the mod folder with the tables and formulas I used to calculate these relations. Basically planet classes with less differences in temperature, humidity and vegetation will have closer relations (ex: Continental, Retinal, Wet Marginal range between 60 to 80 habitability).

Terraform links:

No longer can you terraform one planet type to any other even if you have all terraform techs, although maybe you can get to most of them by terraforming multiple times. Its not very complicated, I'll explain:

First a new tech has been added called "Geoengineering", its main purpose was to allow barren worlds to be terraformed earlier instead of later, as the new tech is tier 1, but also terraform any habitable world into the same type so you get the chance to get extra tiles if you're using ExBalance's terraforming mod: (its compatible and highly recommended)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1109752837


So:

GEOENGINEERING:

Terraform Barren (with the terraform candidate anomaly), any class L or M into class G (Cambrian), its as if you're moving the planet's evolution back, with the goal of then moving it forward in a different direction, although Cambrian worlds should be good enough to live in, depending on your species preference.

TERRAIN SCULPTING:

Terraform between Class M continental and retinal (alpine and savannah are different climates so I choose not to allow terraforming between them too);
Terraform between Class L of same climates, ex: Arid <> Dry Marginal, but not Arid <> Tropical

ATMOSPHERE MANIPULATION:

Terraform Class G Cambrians into any Class M (except Lush) or L (except the Marginal variants);
Terraform Class O Pelagics into Class T;
Terraform the extreme hot and cold classes into the Marginal variant of same climate, ex: Desert <> Dry Marginal ("<>" means it goes both ways);
Terraform Cold Greenhouse into Arctic (not both ways);
Terraform Geometallic into Desert (not both ways)
Terraform any class G, L or M into class O Pelagic by flooding

CLIMATE RESTORATION:

Restore Tomb worlds into any Class L, Class M Lush, or classes H,O,P,N;
Terraform any Class M into Class M Lush (which will also give the lush planet modifier for some nice bonuses)
Terraform Class L Tropical or Class G Cambrian directly to Lush as well

GAIA CREATION:

no longer can you turn any planet into Gaia when you get this tech, Gaia worlds remain a paradise for every species type but except for the rare special ones spawned in the galaxy, only Geoplastic and Geometallic worlds will be allowed to be transformed into Gaia as they are early enough in planetary evolution to permit this level of world engineering. Think of Gaia Creation as a geological mega project that needs specific building materials.

Terraformed Gaias will also receive the lush planet modifier, as well as the gaia bonus modifier if you're using Exbalance terraforming mod.

MACHINE WORLDS:

Terraform any habitable world into a machine world;
Terraform a machine world into Class M Lush, any Class L (except the marginals), or classes H,O,P,N
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Showing 1-2 of 2 comments
Lex Peregrine  [developer] 25 Oct, 2017 @ 10:34am 
If you use the following mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1163945451

Be aware that above info about terraforming to and from machine worlds is no longer true as machine worlds work in a different way with that mod.

And you will need this compatibility patch:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1152568225

Disregard the warning that you need Star Trek New Worlds active for the patch, as Realspace New Worlds replaces it.
Last edited by Lex Peregrine; 25 Oct, 2017 @ 10:35am
Lex Peregrine  [developer] 29 Oct, 2017 @ 5:50am 
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