Stellaris

Stellaris

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XC - Tile Terraforming
   
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17 Jun, 2016 @ 10:27pm
26 Jun, 2016 @ 1:53am
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XC - Tile Terraforming

Description
Adds the ability to increase planet size (add tiles) after researching terraforming. You can now fill your space with full 25 size planets! This is done using a building that automatically increases planet size over time.

NOW FULLY AUTOMATED!!

My reasoning for this mod is that once you have the ability to fully terraform a planet, adding a little "Bulk" to a planet shouldn't be that big of a deal. I have tried to keep the cost in line with the cost of terraforming as much as possible, using the following calculations:

The "Tile Terraformer" building will now automatically increase a planets size. The formula it uses to calculate how long it takes to add a tile is (Current Planet Size x 27 Days).

For Example the Size 16 Starting planet will take:

1 Year to build the building, granting 1 tile upon buliding completion
+432 Days until the next tile (16 x 27)
+459 Days until the next tile (17 x 27)
so on and so forth until
648 Days to build the last tile, at which point the Building will "time out" and remove itself from the planet.

Maintenance costs for the building:
10 Energy/mo
20 Minerals/mo
1 Terraforming Gas
1 Terraforming Liquid

This works out to roughly
432 Minerals and 216 Energy for the LAST TILE added to a planet, which is about 44% more expensive then my previous version that used a flat cost for all tiles.

This may seem low and unbalanced, but when you calculate that building a colony ship takes 1 year, and costs 350 minerals, and can net you 8 to 25 tiles on a "new" planet; the cost of adding ONE tile to a planet starts to seem a little more balanced.

How this change will impact your game:

1. Once you have unlocked Terraforming, you can start to "Build Tall" your already existing planets, givnig you more strategic optoins.

2. AI will take advantage of this, expect any AI that has this tech to start building better planets.

3. An overall more "Strategic" feel to expansion. No longer are you forced to colonize every planet you come across, now you can expand within your borders.

Compatability:

This mod should be compatible with everything as no core files were changed.

What I STILL want to do:

I wanted to make a custom "Constuction" ship that would "Terraform" a planet from orbit, slowly, over time. I also wanted to make the cost and time needed to be adjusted automatically based on current planet size. However, due to limitations of the modding tools, this wasn't possible at this time.

Any feedback is welcome.

I am generally happy with the balance of this now, it might need a little tweaking here and there, but for the most part I think it has a good point of entry requirement and has the resource cost at a good level.
60 Comments
AncientGatekeeper 30 Mar, 2018 @ 5:15pm 
no? This does still work on 2.0 lol
punkboy_sp 30 Mar, 2018 @ 3:58pm 
no
AncientGatekeeper 27 Feb, 2018 @ 3:59pm 
Just curious, does this version work with 2.0 or do I need to switch over to your newer version?
Ragelore 7 Feb, 2018 @ 1:41am 
I've noticed later on in the game when using this mod and Alphamod that because of the volume of building options the Tile Terraformer building disappears completely.
TWrecks 6 Jan, 2018 @ 9:48pm 
Update please.
Уберите Из Мута 21 Sep, 2017 @ 2:13pm 
update plz
Tanya Sapien 12 Sep, 2017 @ 1:22pm 
Update and bug report:

The terraformer still creates tiles even if there's not enough supplies. Specifically on my current playthrough I only have one terraforming liquid available, but I built terraformers on several asteroids that were in a cluster (I have ambitions of my own rube-goldberg early game megastructure colony complex) I intended on shutting all but one down then cycling them as needed, however I noticed that several had fired in an impossibly short timespan.

After carefully tracking them for the next two in game years I've determined that some of them are firing at their appointed time despite the shortage of resources. they're not firing each time they're supposed to, it's only about a 30% hit rate, but it is allowing the asteroid cluster to grow far faster than it should be able to with the resources I currently have access to. I guess something is wrong with the flags, but yes, an "on" but unsupplied terraformer appears to still have a chance of generating new tiles
Tanya Sapien 12 Sep, 2017 @ 12:22pm 
I can confirm this works on asteroids if you have the Brute Force Colonization mod. Not only does it work but that whole "time taken is number of tiles * 27 days" thing means that it works super fast in turning one, two, and three tile asteroids into quite sizable and functional planets. Toss in a frontier hospital on the surface and an atmospheric manipulator in the starport and you've basically got an early-game habitat.

Worth noting though, the physical size of the asteroids goes up as it works, so you end up with planet-sized potatoes when it's done. Not sure if this is a good thing or a bad thing.
El-Smole 2 Aug, 2017 @ 9:43pm 
Note: It also works on habitats. It will increase the size from 12 tiles to 25.
El-Smole 1 Aug, 2017 @ 7:06am 
Still works for me in the Adams version.
Its also very easy to modify with Notepad ++
All it does is add a building, i dont see why it should stop working for some people, maybe they have too many mods. I know Alpha mod can cause some conflict
But you need: Terraforming liquid AND Terraforming gas available ( actively getting mined) TO SEE THE BUILDING AS AN OPTION. Just modify the requirements of the mod with notepad++
and set liquid and gas to 0 and as soon as you get the technology researched for the terraformer it will be a buildable option. You will still need the gas and liquid for it to function. but not to build it.