Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://sp.zhabite.com/sharedfiles/filedetails/?id=2049549075
That's odd. Are you still on Stellaris 2.3? If so, I'll try to find some time to patch that. I do want to leave this legacy version around and in good working order.
I do have *some* good news for you in that department: since Stellaris Immortal adds population sprawl and reduces lag so much, I'm planning to add LS-style habitats to that! (Eventually :)
I have colonized a moon and a molten world, but my pops' happiness is low. For example a molten world - base +50%, colony +10%, high amenities +12%, decent conditions +5%, but overall happiness is at 10%.
@SoulDoubt
This would require a major rework of the mod. Planetary decisions that have a "build time" don't work for planets you don't own, so I would have to instead make the decision trigger a special project, and have the project completion change the planet. This has been suggested before, but I've resisted. As it is, it's been quite difficult to make the AI use these in a remotely sensible way. I'd hate to have to completely disable the AI from building them, which would probably be necessary with such a change.
@Catapultam Habeo
All habitats now require the same habitat tech. However, I've moved it to relatively early in the tech tree. Choosing Expansion traditions and/or Voidborne AP greatly increase the odds of it appearing earlier in the game.
@Lone
no
@boisegangpc
Habitat blockers aren't removable by default any more. To make the techs to remove them appear, open the mod options and enable "Big Habitats".
It's currently 2342, and I've still yet to encounter any techs that allow me to remove the blockers on Jovian, Frozen, Barren, Toxic, and Molten Worlds, even though I have colonized all of these sans barren worlds. What are the requirements for these techs?
I feel like planning a habitat should take time and influence, and maybe alloys for initial infrastructure, in addition to the energy cost.
That's a really vague description of the problem, so I'm really not sure how to help here. Can you give me a bit more detail about what's not working?
https://www.youtube.com/channel/UCKnW1OCLjQ0XUZi1HaAjvGw
If you want star colonies to be better. You could try encouraging them to be earlier, but have specific modules unlocked by technologies as... you're not really looking to make new colonies late game and said new colonies would have to wait a while to grow.
I would advise nerfing the price.
If you've found a way to make the AI build tall with this, or to build these new LS habitats at all, I'd LOVE to find out about it. I literally can't seem to force them to do it at all...