Stellaris

Stellaris

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Realistic Terraforming - A Planetary Diversity Sub-mod 3.0
   
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173.912 KB
14 Apr, 2020 @ 6:36pm
30 Jun, 2021 @ 5:14pm
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Realistic Terraforming - A Planetary Diversity Sub-mod 3.0

In 1 collection by Leaf
Ultima 1 Pack
59 items
Description
Check out my other mod, Real Sol Textures Expansion

Updated to 3.0.3

A "Lite" version of this mod can be found here.

This is a sub-mod for Planetary Diversity.
This is not a stand-alone mod, it will not work without Planetary Diversity.
This mod should be placed at the bottom of the load order in order to work properly

About
I've always despised the terraforming system in Stellaris. Terraforming an entire world, something that in reality would be a collosal undertaking that could take generations, is relgated to being an afterthought in the game. Now no longer! This mod restructures the terraforming system to make terraforming much more difficult and realistic.

Features

To see what worlds can terraform into what, consult the charts above

1. Habitable World Terraforming

Instead of being able to terraform a world into any other world, now every world can only be terraformed to certain kinds of worlds.

Worlds are put into groups, each group able to terraform back and forth between eachother. (5,000 energy - 20 years)
Only certain worlds can terraform outside of their group for a higher cost. (10,000 energy - 50 years)
There are also specific worlds that can terraform far outside their group for a much higher cost. (15,000 energy - 80 years)
The outlier is the primal world, which can only terraform into a continental world, and at a very high cost. (20,000 energy - 100 years)

2. Uninhabitable World Terraforming

Uninhabitable worlds with terraforming candidate modifiers can only terraform into certain kinds of worlds, depending on the uninhabitable world.

Barren > Desert(20,000 energy - 100 years), Karst(30,000 energy - 150 years)
Cold Barren > Frigid(20,000 energy - 100 years), Karst(30,000 energy - 150 years)
Molten > Primal(40,000 energy - 300 years)
Frozen > Glacial(10,000 energy - 50 years), Aquatic(30,000 energy - 150 years)
Toxic > Continental(40,000 energy - 300 years), Arid(40,000 energy - 300 years)
Hothouse > Snow(40,000 energy - 300 years)
Nanite > Machine(10,000 energy - 10 years), Dune(30,000 energy - 150 years)

3. Special World Terraforming

The speical world types, Gaia, Machine, and Hive, also follow this new rule set.

Only especially lush worlds can be terraformed into Gaia worlds now. (20,000 energy - 50 years)
Any world can be terraformed into a Machine world (10,000 energy - 50 years) but Machine worlds can only be terraformed into Desert(20,000 energy - 50 years), Tundra(20,000 energy - 50 years), or Atacama(20,000 energy - 50 years) worlds.
Any world except for ones particularly hostile to life can be terraformed into hive worlds (20,000 energy - 20 years) but hive worlds can only be terraformed into Desert(30,000 energy - 50 years), or Tundra(30,000 energy - 50 years).

Tomb worlds can be terraformed into any world (10,000 energy - 100 years)
Ecumenopoli are now much more expensive (50,000 minerals, 50,000 alloys, 50,000 energy, 20,000 exotic gases, 20,000 consumer goods, 50,000 food, 800 influence - 100 years)
(if you want to encase an entire planet with cities it's gonna cost more than a nickle)

Compatibility

Gigastructural Engineering Patch

Compatible with:
Guilli's Planetary modifiers (removed extra terraforming links)
Ethics and Civics Alternative (removed uninhabitable terraforming tech)
Planetary Diversity - Planetary Habitats (allows you to terraform planetary habitats with terraforming candidates)

Any mod that adds new terraformable worlds or new terraforming links will not be compatible. If you want me to make this mod compatible with one that does please let me know in the comments.
67 Comments
atticorafasciata_Lastochka 23 May, 2024 @ 1:02am 
work on 3.12?
aquelarrefox 24 Aug, 2023 @ 11:15am 
Hi, can i update the lines (resourse lines is bad) but also add weight to make ai use the paths?
Grand Poo-Bah de Canadiannaise 3 Jul, 2022 @ 10:11pm 
Will this mod, and/or the lite version, ever for fixed/updated for newer versions of the game, and it's lack of energy costs?
Leaf  [author] 3 Jun, 2022 @ 8:11pm 
Paradox must have changed their modding language, again ;_;
SG7 2 Jun, 2022 @ 12:55am 
Interesting. Seeing same as comment below.
No energy cost to terraform. This mod did work for me at time point though. Not sure what happened or what could be conflicting. Tried loading after all mods instead of just after PD mods. Same result.
Grand Poo-Bah de Canadiannaise 16 Apr, 2022 @ 2:00pm 
I really love the look of this mod, but none of the terraforming options cost any credits... it still take the more realistic amount of long time, but financial/resource cost
Leaf  [author] 12 Jan, 2022 @ 8:54am 
Ohhhhh damn I would love that, that's a really good idea. I think it might be possible through events, but it's a bit above my paygrade. MAybe float that idea by another modder see if it's in their wheelhouse.
Wilmfe23 10 Jan, 2022 @ 11:28pm 
I would also like to see the terraforming be made more complicated with risks of failure. Failure would be turning it into a tomb world. Maybe you could turn it into a gaia world from the start but with like a 1% chance of success.
Leaf  [author] 29 Aug, 2021 @ 9:42am 
Too lazy rn. Literally have to manually edit every single terraforming text file and theres about 50 or so of 'em.
PerilSDragoness 28 Aug, 2021 @ 7:51pm 
Do you plan on updating your lite version of this mod to 3.0? Or is it already? I like the idea, I just prefer the slightly smaller timescale.