Stellaris

Stellaris

WP's Planetary Features Expanded (3.14)
WP 🥔  [developer] 5 Nov, 2023 @ 10:38am
The Future and feedback.
I just want to state from the off that as I currently type this (release day) I don't seriously plan to to implement much more stuff unless there is specific community interest for it. Bug fixes, cleaning up typos and other housekeeping I'm fine to do but as for the rest I basically consider this mod 100%. The things you'll find below I'd like to do, but only really if there is someone out there actually leaving comments about it (and especially if I'm being helped/provided code/art).

So here are some fun things I realised the mod could maybe have one day. I'll rank the list based on how viable/exciting I find each idea.

Ideas at the top
Replacing indistinct/weak features.
I'd say about 15% of the mod currently is a bit weak. There are two or three icons which in my opinion are really awful (like the mammalian decay and one of the features with a bunch of flies on it). Art quality doesn't matter too much in game because the tiles art appears kind of small, but still. The other situation is where tiles are too similar to eachother. A good example is the arctic features that grant mining districts. I was completely out of inspiration at the time and basically just created a bunch of red-dish mountains. And then there are the names/descriptions of a bunch of them. There are probably too many "ancient" or "rare" or "mysterious" places. I don't know, just more synonym variety or something. So this is why I said on the main mod page, I'm open to feedback on changing anything. If people provide a new idea for a feature, especially if it can overwrite one of the weaker base ones, I'd love to use it.

Deposits on home-worlds.
For version 1.0 of the mod I've made sure not to tamper with deposits on any home-worlds or starting colonies because I wasn't sure if that would break anything. I could easily change this if it's what people want.

Negative modifiers for "dangerous" blockers.
In version 1.0 of the mod I have some blockers set to be much rarer than the others and simply providing -4 districts. Later, I realised I can name them in red text to easily identify them. What I didn't anticipate when play testing is just how striking that red text comes across in game and gives a very real sense of "this deposit is BAD". What essentially happened by accident is I've kind of made a "dangerous blocker" mini feature. And it seems like such a fun idea! But -4 districts doesn't feel good enough for this. So what would? Perhaps a negative planet modifier? Negative EMPIRE modifier? Some random event every now and then? Not sure. Need inspiration for themes and inspiration for game-play that isn't too annoying.


Ideas I somewhat like
Adding Hive Worlds (33 deposits).
I sort of like this idea as Hive worlds probably wouldn't be that hard to invent cool "ideas" for. The "downside" is I'm not really familiar with how hive worlds work in the first place as I don't play the game too much. I'd have to run a specific hive world planetary feature event each time one is created throughout the course of the game but that wouldn't be too hard, I think.

Adding habitats (33 deposits)
Basically the same situation as adding hive worlds - Pancake even had some cool concepts for this on the spreadsheet. But Paradox just reworked how habitats work, I haven't played the new setup and have no idea how this would really work.


Adding deposits for special classifications
This means penal colonies/resort worlds. Basically I'm thinking just 3-5 unique deposits that are only on that type of world. I feel like these could be really cool fantasy concepts (what does a desert jail look like?) but I have no inspiration. And we're talking about 33 distinct ideas just for 3 deposits-per.


Ideas I kind of like but would be a lot of effort for the payoff
Adding Relic Worlds
Relic worlds would be kind of nice just to have the "full set" but they already in Vanilla have a pretty distinct setup with their planetary features.

Adding Jobs
I did consider that a lot of features could add jobs directly. There is a popular concept on the Stellaris suggestions forum (and a workshop mod) that suggests for the strategic resources if you add the jobs directly and allow empires to skip the building, it feels much better for balance/flow. But then again this isn't a very "vanilla" experience so I've left it out.

Further to this, I really like the idea of having "flavorful" jobs. So for example moss-pearl gatherers, or rare-bloater farmers, ice-crystal miners and stuff. I love the idea of looking at an alien planets jobs and seeing a bunch of really unique workers that feel distinct because of that specific world. But again, I don't really know that would affect the game and what kind of issues might pop up. It's also a bit rougher on compatibility, I believe.

Adding "Points of Interest"
The guiding principle behind this mod at launch has been to make equivelants to Vanilla deposits, that's all. But what about just new types? Deposits that give mixed resources, deposits that give empire modifiers, deposits that give planet modifiers... there is a hell of a lot possible. And their themes could be places of specific interest (rather than territories or commodities) like an ancient sand temple of whatever. There could be loads of these. But I don't know what.

Deposits for uninhabitable worlds
This would be purely for flavour, I don't actually know if there is any game-play benefit to such a thing.

Just fun to think about
This mod could probably be back ported to the apocalypse era of the game for the actual genuine tile system. I know that's a really silly thing to think about but... these features and blockers could be given interesting adjacency effects and all sorts. It would probably be really cool to play with!


So anyway that's it. If you guys have thoughts on these and want to chat about it being implemented, let me know!
Last edited by WP 🥔; 15 Apr, 2024 @ 10:27pm
< >
Showing 1-15 of 23 comments
A lot of the potential features sound good/interesting, and if you're worried about "not vanilla experience enough" you could probably split it in to two mods, if that isn't too much maintenance.
Not sure there should be too many negative empire effects for dangerous blockers, if for no other reason than that the AI probably wouldn't take them into account well and might end up seriously ducking itself over, but planetary ones would make sense, sort of a mini-planet modifier, and likewise events.
WP 🥔  [developer] 5 Nov, 2023 @ 2:06pm 
Good point about the AI! Those rare/dangerous blockers are seriously rare, though. I booted the game a bunch of times while making this with observe and just looked around the galaxy, I'd see maybe 1 - 3 of them in the entire galaxy. So hopefully it wouldn't be a major issue.

And yeah basically that thing about "not vanilla enough" is the big issue. In one way I really like this as a simple mod that can drop in to any load order and play nice, but on the other hand I think there is SO much potential in the deposits setup that could be tapped that I want to go for it, hah.
If they're that rare, fair enough.
And yes, there is a lot that can be done with it.
WP 🥔  [developer] 7 Nov, 2023 @ 8:54pm 
Another thing I'm really interested in is any concept that makes planetary features have a bit more visibility on the rest of the game. Like, I don't know - imagine if your leaders had a marker that was like "hails from: the [rare bloater] farms on [rizlak 5]" or something. But I can't think of a feature this would be really relevant for.

EDIT:
Perhaps factions have a "headquarters" at certain features? IDK
Last edited by WP 🥔; 7 Nov, 2023 @ 8:55pm
Inny 12 Nov, 2023 @ 9:54am 
Now that leaders have a home planet, this might lead to interesting things in the future.
gotten around to figuring out that tomb world terraforming via ruthless industrialist at all?
WP 🥔  [developer] 8 Dec, 2023 @ 12:13pm 
@Stormy no I'm really sorry but I don't understand the mechanic at all or why that would be broken, so I wouldn't know where to even start!
ShinyNobody 30 Mar, 2024 @ 2:05pm 
An Idea is also that you could add some special districts for some rare Features, instead of adding just jobs. Somewhat like the mod "District Overhaul - FunEFork" does add a lot of new districts. (i look how these 2 mods interact. On the first look it seems okay)
WP 🥔  [developer] 14 Apr, 2024 @ 1:01am 
Yeah districts seem fun! I havent really looked into modding them much, honestly.
acki02 1 Jun, 2024 @ 10:08am 
I'm not sure this would in its entirety fit your mod (though maybe in a sub-mod?), and might be a rather big of an ask, but I think you could play with habitability to an interesting degree.

An example of how I think this could play out:

Some (maybe all?) planetary features could have "sub-climates" that slightly alter the planet's overall climate (eg. a desert feature could slightly increase habitability for species with desert preference, whilst doing the opposite for wet/frozen).

Tho to make this more interesting than frustrating, I believe there should be multiple options of dealing with this - like choosing not to settle specific features (which could "locked" cheap blockers that block many districts, and maybe even building slots), build infastructure (many ways this one could be done; could be buildings, could be "climate infrastructure districts", maybe even other things), or like doing small-scale terraforming (ie. planetary feature terraforming, but I think this one needs to be rahter limited in what it can do).

A system like that could allow of a "bleed over" of features between climates (like occasional features from other climates within the same class, or in rarer cases from other classes and types), potentially with additional bonuses. Perhaps if you ever were to implement planetary features for unhabitable planets, those features could maybe also very rarely appear on habitables.

===============

Anyway, the tangent aside, I wanted to give some of my thoughts on the items on your list:

- I think deposits for unhabitable worlds could be interesting as unique post-terraforming modifiers

- For more interesting deposits, maybe some of them could give additional resources to a limited amount of jobs (sth like "+3 * <job> +1 <resource>", giving first 3 <jobs> on the planet +1 or <resource> yield. Could maybe be even as a base yield)

- What if "dangerous" blockers could cause situations where the player need to take a prolonged (sometimes empire-wide) action lest a Bad Thing™ happens to the colony.



Lastly, in case you'd be interested, I could maybe help you with working on the mod (though granted, I don't have a lot of experience with Stellaris modding; but I do have a lot of spare time)
ASulkyDragon 22 Jul, 2024 @ 5:40pm 
i like @acki02's idea, it would make some slightly different sub-climates to have more specific worlds instead of 9 normal arbitrary types and some other special ones
i think the best update imo, that would tie this and your Planet View together really well, would be to assign blockers - and features - to "regions"-which would each have however many district slots and a building slot (one for each max building slot basically, with say 1 district slot plus whatever the normal ones have)
it would just make planets way more interesting and interactive, where it was almost like layouts mattered
WP 🥔  [developer] 22 Jul, 2024 @ 5:45pm 
I agree there is a LOT of space to improve this stuff. I have another planet related mod coming out next week with minimal gameplay changes, then I'm open to more gameplay improving stuff. Love the brainstorming so far!
ASulkyDragon 23 Jul, 2024 @ 2:01pm 
new idea: EVERY planet has 0-3 (2-4 for habitable) "expedition" zones, which are literally just the unexplored zones (maybe you need a special project to go to them, and that's how you clear them.) although it would be kind of tedious, the idea of every planet being deeper than just the initial scan (which just reveals basic features like "this planet is probably good for farming" or "barren world with minerals") makes stuff better. it could alternatively use archeological site stuff for expeditions, but blockers would probably be best
note: uninhabitable worlds should trend towards the 0, so if you have 100 uninhabitable worlds, there are 85 with 0, 10 with 1, 4 with 2, and 1 with 3.
also, adding on to the regions idea, it would make land combat way better - now you have to conquer individual regions, and the layout of the planet (regions are each areas of the planet) contributes to how battle lines end up being drawn
WP 🥔  [developer] 23 Jul, 2024 @ 2:06pm 
@ASulkyDragon
A good part of what you're saying I totally agree with and is actually a mod I have planned! "WP's Mysterious Worlds"

My thinking is that in that mod basically all features are hidden at the start, and each world is instead given a random number (based on world size) of continents to "explore". As you grow in pops (or something?) you unlock the ability to explore and colonize those continents, at which point the actual features themselves (and maybe planetary modifiers) are unveiled.

The idea is to simulate:
1. Continents
2. Exploration/Colonization of distinct areas (instead of the whole planet at once)
3. Keep some mystery and excitement about the planet as time goes on.

I'd also add a rare midgame tech that auto explores/reveals everything, so that you don't have to deal with this when your empire is large and you already did it for the first few planets.


Let me know what you think about that!
ASulkyDragon 23 Jul, 2024 @ 2:16pm 
that's amazing and basically exactly what i want! for bonus integration with land combat (i REALLY like land combat if you havent guessed, lol) you could make each continent its own battle area
also, each distinct continent should have its own regions within it (each region has 1 free district slot and 1 building slot plus a feature / blocker)
other thoughts:
-new, random world modifiers (every world has its own gravity which gives debuffs unless you're adapted to it, if you start on one you start adapted to it), plus stuff like biomass amount, humidity, temperature, etc which affects habitability (these are revealed upon survey)
also, is this the planet mod you teased earlier?
< >
Showing 1-15 of 23 comments
Per page: 1530 50