Stellaris

Stellaris

Stellaris Tiberium Wars
 This topic has been pinned, so it's probably important
James Fire  [developer] 19 Jun, 2019 @ 6:05pm
Mod mechanics
Ask me to explain any mechanics I haven't already!

TIBERIUM INFESTATION:

This is the tiberium_takeover_count variable.

Each Harvester job, and Tib Research job gives -1 to the infest variable.

The harvest policies have no explicit effect on this. They just change the number of jobs.

Each deposit gives a plus to the infest variable. These range from 1 for fields, up to 6 for the Glaciers. This value is determined by the harvesting capacity of the jobs the districts for these deposits would provide under Sustainable Harvest.

The Blue Zone District is currently the only district that affects this, giving -1 per district.

This variable is then checked, and if it is above a certain value, it will do the infestation. Replace Blue Zone deposits with Yellow Zone, replace Yellow deposits with Red for Habitable Tib worlds.

On uninhabitable, Fields can turn into their respective Glacier colour, with green Fields and Glaciers being able to upgrade to the blue counterpart.

Except for the Glaciers, of which only 1 can happen, this will run 3 times, infesting the deposit if there is enough in the variable. This means that Tiberium will grow exponentially, but there is a limit of its expansion per iteration. I may raise this cap in the future.

Infestation can also go the other way, removing tiberium from the planet, mostly representing harvesting operations being too large for the growth of the tib to support.

TIBERIUM DEPLETION:

Worlds can be depleted, giving a modifier that basically makes it impossible to extract minerals from the planet, as well as makes it less productive for food.

This is the tiberium_total_count variable

Each time the infest event runs, 1 is added to this variable. It then also adds to this variable based on what deposit is being added, with 1 being for Fields and Yellow Zones, 2 for the Red Zone, and 3 each for the Glaciers.

The final point when the depletion sets in is based on planet size, with larger planets being exponentially higher than smaller ones.

The two ends of this are size 10 and 25. Size 10 is only allowed double the planet size, while 25 is allowed triple. The sizes between these are plotted on a logarithmic curve, as well as anything above 25 only having 3x.

POP INFESTATION:

Pops on worlds with tiberium have a chance to be infected, influenced by your Safety Policy, Use Policy, and Sonic Protection.

There are 3 levels of infection. Infection cycles happen at the same time as growth cycles. During each Infection cycle, pops have a chance to die instead of progressing in their... evolution, again influenced by your Safety Policy, Use Policy, and Sonic Protection.

SONIC PROTECTION:

Sonic protection on a planet doubles the required growth points for tiberium to grow. It also reduces the max deposits allowed to grow by 1.

CONSOLE COMMANDS:

Sometimes, you just wanna trigger something to see ♥♥♥♥ go down. Well, now you can.

event tiberium.0 starts the asteroid event chain. (Planet you want targeted must be selected)

debugtooltip allows you to see the value of the variables on the planet. (Hover over the planet you want to see. Doing this in the outliner works too)

event tiberium_infest.1 is the infest event code. Run it on your tib worlds to increase (or decrease, as the case may be) the infestation level.(Planet you want targeted must be selected)

event tiberium.9 is the non tib world infest code.(Planet you want targeted must be selected)
Last edited by James Fire; 29 May, 2021 @ 5:57pm
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Showing 1-15 of 22 comments
Kali 5 Jul, 2020 @ 12:37am 
I'm kind of lost on this mod.

How long does it take to be able to actually start harvesting tiberium once a meteor hits?

How long does it take for a world to become a tiberium world?

So researchers and harvesters decrease the progress of infestation and can reverse it?

How do the zones generate?

Where is the harvest policy at?
James Fire  [developer] 5 Jul, 2020 @ 2:48am 
> How long does it take to be able to actually start harvesting tiberium once a meteor hits?

It depends. Shouldn't be more than a few years though, 5 at most.

> How long does it take for a world to become a tiberium world?

Since every planet's circumstances are different, there isn't a set time. Size plays into it, and growth itself is partially random, within set confines.

> So researchers and harvesters decrease the progress of infestation and can reverse it?

They can reverse it if you have enough of them, yes.

> How do the zones generate?

Through growth, every 6 months right now. Again, randomization is at play, so they mnight not appear.

> Where is the harvest policy at?

In the policies...
Kali 5 Jul, 2020 @ 2:58am 
> Where is the harvest policy at?

It wasn't appearing for some reason it's there now.

But it doesn't seem like anything is happening at all in terms of infestation, it never progresses past 2 yellow zones.
>Each deposit gives a plus to the infest variable. These range from 1 for fields, up to 6 for the Glaciers. This value is determined by the harvesting capacity of the jobs the districts for these deposits would provide under Sustainable Harvest.

>The Blue Zone District is currently the only district that affects this, giving -1 per district.

>This variable is then checked, and if it is above a certain value, it will do the infestation. Replace Blue Zone deposits with Yellow Zone, replace Yellow deposits with Red for Habitable Tib worlds.

I seeded an uncolonized planet with Blue Tib. Do i have to colonize it in order for the tiberium to spread, or will it eventually spread out on its own?
James Fire  [developer] 19 Feb, 2021 @ 6:37pm 
It spreads on all planets with tiberium. No colonization needed.
Tyrranus 6 May, 2021 @ 8:31pm 
so how much did ♥♥♥♥ change the way this all works?
James Fire  [developer] 6 May, 2021 @ 9:50pm 
Honestly? Not much.

There's new stuff that I could use to make it more efficient, but it's mostly the same.
Tyrranus 7 May, 2021 @ 12:18pm 
Originally posted by James Fire:
Honestly? Not much.

There's new stuff that I could use to make it more efficient, but it's mostly the same.
huh been a while since I played this mod but I ended up with -6 districts from all the tiberium red zoe expansions and had to destroy my own city and mining districts to even it out.. my world never became a tiberium world just depleted and I never got blue zone distict types to build in.

As a side note I sorta messed up with the tiberium.o event it seems, had selected an asteroid, and it spawned an asteroid that triggered a first contact that never progresses, it also never collided with the asteroid just orbited over it.

not sure if intended or not but on my first encounter with the asteroid hitting my colony I chose to collect the debris for study and it never spread at all on my world, causing me to use the event a second time to let it spread

mods:
universal resource patch, fandom emblems, no clustered starts, c&c scrin ships, nod virtual assistant, tib wars, tib wars start screen, UI overhaul dynamic, animated scrin portraits, scrin EVA(disabled)

also I dunno which of those includes this ship set but damn it works for the Brotherhood
https://cdn.discordapp.com/attachments/334488070009389066/840309558606037092/unknown.png
Last edited by Tyrranus; 7 May, 2021 @ 12:32pm
James Fire  [developer] 7 May, 2021 @ 1:15pm 
Originally posted by Tyrranus:
Originally posted by James Fire:
Honestly? Not much.

There's new stuff that I could use to make it more efficient, but it's mostly the same.
huh been a while since I played this mod but I ended up with -6 districts from all the tiberium red zoe expansions and had to destroy my own city and mining districts to even it out.. my world never became a tiberium world just depleted and I never got blue zone distict types to build in.

As a side note I sorta messed up with the tiberium.o event it seems, had selected an asteroid, and it spawned an asteroid that triggered a first contact that never progresses, it also never collided with the asteroid just orbited over it.

not sure if intended or not but on my first encounter with the asteroid hitting my colony I chose to collect the debris for study and it never spread at all on my world, causing me to use the event a second time to let it spread

mods:
universal resource patch, fandom emblems, no clustered starts, c&c scrin ships, nod virtual assistant, tib wars, tib wars start screen, UI overhaul dynamic, animated scrin portraits, scrin EVA(disabled)

also I dunno which of those includes this ship set but damn it works for the Brotherhood
https://cdn.discordapp.com/attachments/334488070009389066/840309558606037092/unknown.png
That asteroid one is new. I'm currently in the process of getting a patch together to fix a bunch of issues. Let's wait until that's out before reporting new stuff :)
Tyrranus 7 May, 2021 @ 1:22pm 
will do! sorry
Wolfslieder 3 Aug, 2022 @ 3:13pm 
while I was playing with the tiberium seeded origin on earth, I not only got multiple times a messege about a meteor bringing an unknown thing to the Planet, but for some reason I got 4 "blue zone" blockers whenever the infestation inteval happend. what are those "blue zone" blockers? they take away one district and block one "blue zone" district
James Fire  [developer] 7 Aug, 2022 @ 6:29pm 
They are what they say they are.

For a mechanical answer, they give you an intermediate step before a blue zone is turned into a yellow zone, giving you a chance to clear it and prevent further infestation.
rightarM 2 May, 2023 @ 7:37am 
I only have Green Ichor Crystals and Green Ichor produced on a world. Now there are techs that give access to buildings requiring Green Tiberium and Blue Tiberium. What's Ichor then? And where do I get Tiberium from?
James Fire  [developer] 2 May, 2023 @ 7:50am 
Ichor is from another mod

Tiberium is produced from Tiberium Harvester jobs.
rightarM 2 May, 2023 @ 7:57am 
What other mod? I have this, the GDI/NOD/Scrin portraits and EVAs. Why do I have Ichor?
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