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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.
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.
And yes, there is a lot that can be done with it.
EDIT:
Perhaps factions have a "headquarters" at certain features? IDK
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.
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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)
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
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
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!
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?