Stellaris

Stellaris

293 ratings
WH40k Planets Renewed
4
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
297.529 MB
28 Nov, 2020 @ 12:38pm
19 Jan, 2023 @ 1:46pm
46 Change Notes ( view )

Subscribe to download
WH40k Planets Renewed

Description
WH40k Planets Renewed

Compatibility
Game Version: 3.14.15
Not compatible with 4.0 yet (working on it)

Permission
This mod was created using the New Planets WH40k mod created by kamip123 and is being posted with the permission of the original creator. The original mod was updated by kanip123 to 2.8.1 and can be found here.

What the Mod Does

In brief, this mod updates the original 40k planets mod by doing several things.

1. Changes the method of creating the 40k planets from terraforming to a planetary decision like the ecumenopolis in the vanilla game.
2. Changes the requirements for building these planets in order to somewhat gatekeep till mid-game as once these planets become functional the economy derived from them can rival an aggressive mega/giga structure building program.
3. Adds new unique districts for all the worlds so create a more immersive and rewarding feel.
4. Added and changed bonuses on many of the worlds. I was going to draw up a spreadsheet on the changes but they are numerous and I don't have the time right now.
5. Made some modifications to the way you progress through the planets. There are planets that are stand-alone, meaning they aren't meant to have be upgraded to a forge/hiveworld such as an Agri World or Fortress World. Then there are planets that chain a series of upgrades together to progress in stages to a final state. The big two are as follows:

The Industrial World upgrades to either a Forge World, Refinery World, or an Armory World. Each of these worlds then upgrades to their type of world with an Iron Ring.

The Small Hive World upgrades to either a Medium Hive World, or an Industrial Hive World and these worlds then upgrade to a Super Hive World and a Mega Hive World.

IMPORTANT NOTE! The district upkeep for the upgraded worlds become very costly. This cost is offset by the Refinery World production and should be one of the first worlds you upgrade to.

Change Log

3.6.1
  • Removed all but one load screen (Saves on space)
  • Fixed the Agri World localisations
  • Fixed the unfinished WIP localisations
  • Still testing 3.6.1 compatibility


3.3.3 - Added Localisations
  • Updated/added localisations for Hive Worlds, Agri Worlds, and Shrine Worlds.
  • Updated version information.


3.1.1A - Added Localisations
  • Added localisations for Industrial worlds and all Forge World Types. More to come as time allows.

3.0.2 - Patched to be compatible to Stellaris Version 3.0.2
  • Updated city/urban/hive districts to have the "planet build slot" modifier since build slots open via districts and not pops
  • Reduced pop requirements for decision to make Forge/Refinery/Armory Worlds from 20 to 15
  • Reduced pop requirements for decision to make Forge/Refinery/Armory Worlds with Iron Ring from 40 to 30
  • Reduced pop requirements for decision to make Small Hive World from 40 to 20
  • Reduced pop requirements for decision to make Medium/Industrial Hive World from 80 to 40
  • Reduced pop requirements for decision to make Super/Mega Hive World from 120 to 80
  • Reduced pop requirements for decision to make Shrine World from 20 to 15
  • Reduced pop requirements for decision to make Fortress World from 20 to 15
  • Reduced cost for decision to create Industrial World from 1000 to 500 alloys
  • Reduced spawn odds for Forge/Refinery/Armory Worlds from @habitable_spawn_odds = 1 to 0.25 (should be 1/4 the amount spawning as normal, or x4 sometimes paradox code is weird)
  • Increased spawn odds for Fortress Worlds from 0 to 0.1 (there should be some that show up now)
  • Increased spawn odds for Small Hive Worlds from 0 to 0.1 (these will now show up randomly but infrequently)
  • Increased pop growth bonus on Small Hive Worlds from 15% to 25%
  • Increased pop growth bonus on Medium/Industrial Hive Worlds from 30% to 40%
  • Increased pop growth bonus on Super/Mega Hive Worlds from 50% to 60%
  • Removed criminal job creation from planet modifier on all Hive Worlds (Criminal Jobs are still present on the Hive districts and the crime multiplier planet modifier is untouched)
  • Reduced number of Criminal Jobs on all Hive World Districts

2.8.1 Initial Public Release
A host of changes as detailed above, including the removal of certain xeno worlds as I could not figure out how to make them interesting
Popular Discussions View All (2)
24
1 Jan @ 9:48am
Post Bugs Here
Bedivere
7
5 Dec, 2022 @ 6:51pm
Suggestions for Improvement
Bedivere
166 Comments
Zeizei Pumpum 20 May @ 9:33pm 
wow a wh40k planet mod?!¡
Bedivere  [author] 2 May @ 8:02am 
@berkayozturk353 - I know a lot less about the chaos factions but I think I need to take a look at adding the other factions back in. Just spit-balling right now but maybe a menu at the start where you select which faction's planets you get access to so you don't see craftworld construction as an option for an imperium player ect. I will be taking a look at 4.0 to see what is possible. So far it looks great and has a ton of potential.
Bedivere  [author] 2 May @ 7:57am 
@ Primarch sarge

I think they do spam the base tier of planet but I don't remember them upgrading the planets.

For 4.0 I think I need to take another look at what is possible. I commented out the worlds from the other factions in the code but I think they are all still in there in their original form. Any upgrade to 4.0 is going to take some time. I wont have access the the computer that has the mod files until late July or August due to traveling.
Primarch sarge 20 Apr @ 11:02am 
tho in my current save every single planet that had planets from this mod just randomly disappeared
Primarch sarge 20 Apr @ 10:58am 
nvm I´m an idiot
Primarch sarge 20 Apr @ 10:48am 
it seems that using the extra ship components mod breaks the planets
Primarch sarge 19 Apr @ 4:58am 
@Bedivere when 4.0 releases are you considering adding more worlds like daemon, pleasure and knight worlds?
berkayozturk353 14 Apr @ 12:27pm 
It does still work together with the original mod, loved the unique-districts stuff, thank you.
deamon world with also unique districts would be great, maybe with the symbols of chaos gods (such as "garden disctrict", "change(research etc.) district", "pleasure district" and "battle (fortress) district".
Sorry if daemon worlds do not belong here.
Primarch sarge 7 Apr @ 5:42pm 
also does the AI spam the planets?
Primarch sarge 7 Apr @ 5:23pm 
@Bedivere ok thanks for the info, can´t wait to try this