Stellaris

Stellaris

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[DEPRECATED] Overharvest - Unsustainable Development
   
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15 Apr, 2017 @ 3:34am
8 Nov, 2019 @ 1:58pm
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[DEPRECATED] Overharvest - Unsustainable Development

Description
Deprecated
No longer supported - it was too hard to stop the AI killing itself.

Version 2.5+

Ever wanted to play a devouring horde of galactic locusts, that sweep across the galaxy leaving nothing but burnt-out husks in their wake? Or how about just playing as wasteful, environmentally unfriendly consumerists who push their worlds beyond their limits in order to get an edge?

Sustainability.
Overharvest adds a new policy option, Sustainability, with three possible settings, that can be used by both you and the AI:
  • Sustainable Development
    No bonuses or penalties.
    Only option available to Environmentalists or Conservational species.
  • Overharvesting
    +10% Food/Energy/Minerals
    Creates an unremovable blocker that reduces habitability & Food/Energy/Minerals production on each planet on average once every 25 years.
    Default policy for Nomadic or Wasteful species
  • Extreme overharvesting
    +25% Food/Energy/Minerals
    Creates an unremovable blocker that reduces habitability & Food/Energy/Minerals production on each planet on average once every 10 years.
    Default policy for Nomadic, Wasteful species

Once a planet has 20 blockers, the next time it would get one it instead switches to an uninhabitable world/broken ringworld section/destroyed habitat, and the pops on it flee to other planets.

After a while, you'll have plenty of near-useless planets hanging around, so the mod also adds two technologies to help you hurry the process along:
  • Planetary Liquidation
    Requires Geothermal Fracking.
    Adds a decision that gives +20% Food/Energy/Minerals, but creates a blocker every year.
  • Accelerated Planetary Liquidation
    Improves Planetary Liquidation to +50%/creates a blocker every 6 months.
The AI will use these on any planets with more than 10 Overharvest blockers.

My other mods:
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65 Comments
Wakelessrex 28 Apr, 2023 @ 3:08pm 
aside from AI suicide, does this work with 3.7.4, anyone know?
fallenscion 15 Feb, 2020 @ 4:07pm 
I've had two AI empires commit suicide by mass liquidation at this point. I love the mod conceptually, but there should be an option to turn it off for the AI.
Toaster  [author] 30 Aug, 2019 @ 12:06pm 
That's not how AI decide to enact a policy. The weights are set according to the default policies I mention in the description.
Baleur 30 Aug, 2019 @ 6:45am 
im just worried wont this fuck AI's?
Wont they just see the +20% food / minerals and go "ENACT POLICY", not understanding it creates blockers?
Crusaderjack 3 May, 2019 @ 6:23am 
Is there a way to do this on a planet by planet basis?
GrassEater 25 Mar, 2019 @ 2:53pm 
I dont know if anyone else has this issue but an empire killed itself by liquidating its only planet.
Toaster  [author] 21 Mar, 2019 @ 4:44pm 
Liquidation is a decision already?
GrassEater 21 Mar, 2019 @ 7:00am 
Can you make it a planetary decision to harvest it so that you can get the most out of it or make it so that you don't begin the harvesting until the planet is not a colony anymore.
Toaster  [author] 3 Jan, 2019 @ 8:53am 
That's what I'm working on. Turns out you can apply *any* modifier via districts/blockers, which actually makes them way more useful as modifiers than, er, modifiers. Currently trying to wrangle the AI into using Decisions properly.
force200 3 Jan, 2019 @ 7:43am 
@Toaster
A possible solution that I can think of would be overhauling the system to gradually reduce the planet's habitabilty to represent the damage done to it's biosphere and having the planet become uninhabitabe once a certain threashold of habitabilty penaties is met.