Stellaris

Stellaris

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RealGravity
   
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May 16, 2016 @ 10:32am
May 16, 2016 @ 11:22am
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RealGravity

Description
==== No longer mantained, looking for someone to keep on with the mod ====

This mods intends to make gravity more relevant in the game. As a space-related strategy game, I think deepening into the consequences of gravity in the decision making is essential. I'd like the mod to make the gameplay as enjoyable as realistic.

If it were possible, I'd even like to include some factors, especially those related to time, from general relativity. Any suggestions or ideas are kindly appreciated.

Balance:
It's currently not finely balanced as it's a first attempt to see how it feels.

Features:
  • Planets' gravity is determined by its surface (size)
  • Gravity gives the planets different modifications:
    • Very small planet (<11): -15% build cost
    • Small planet (11 - 14): -7% build cost
    • Normal planet (15-18): +5% pop hap
    • Big planet (19-22): +7% build cost
    • Very big planet (>22): +15% build cost
Popular Discussions View All (2)
3
May 16, 2016 @ 2:56pm
[Balance] Planet gravity modifiers
Siksik
1
Jul 20, 2016 @ 2:51am
Ring Worlds
Siksik
37 Comments
Shamis Apr 11, 2017 @ 5:45pm 
Are you still looking for someone to help with this mod?
Peter34 Nov 3, 2016 @ 8:31pm 
I think this mod sounds like a good idea, and it'd be nice if someone could take over maintenance of it (because it makes smaller planets more attractive to colonize), but I propose two improvements:

Have the effect be smooth instead of breakpoint-based, so that for each +/-1 planet size, there is always a (small) modifier. As it is now (assuming it still works in 1.3), the player has to remember where the breakpoints are, e.g. that something happens above exactly 22, and under 11.

Secondly, have it affect not only building Mineral cost, but also how much time it takes to build (and it shouldn't affect Tile Blocker removal cost/time, assuming it already does this. That's not very realistic).
kinngrimm Aug 8, 2016 @ 1:20am 
i like this idear, what would you think of gravity also influencing the chance of having genetic mutations? Like the very big and very smal planets would slightly increase the chance for evolutunary adjustments? Besides the Building costs also the upkeep cost could get slightly higher and food production less efficient which would make the space station habitat mod more viable.
Siksik  [author] Jul 27, 2016 @ 5:37am 
I'm very glad it's still of use for those that enjoy it :)
Invincible Jul 27, 2016 @ 5:20am 
Ah ok, good thing the mod still works though.
Siksik  [author] Jul 27, 2016 @ 4:11am 
Sorry, unfortunately I don't have the time to keep working on this mod. I'd be happy to have anyone help out :)

If I ever get the time, it will definitely grow!
Invincible Jul 23, 2016 @ 1:36pm 
Hope this mod isnt dead
Rubaedo Jul 21, 2016 @ 6:25pm 
Is this going to be updated at all soon?
Siksik  [author] Jun 13, 2016 @ 2:12pm 
@Arathel Being completely correct, what would determine the gravity is the mass and the radius:
g ∝ M/R
A ∝ R^2 -> R = A^1/2
M = ρV ∝ ρR^3 ∝ ρA^3/2

Therefore: g ∝ ρA^3/2
(just in case, g: grav. potential, R: radius of the planet, A: planet's surface, ρ: planet's density)

So, being this the case, my guess is that the average density of a planet may vary around 20% (Earth's is 4.43 g/cm^3, Mars' 3.91 and Mercury's 5.43...) while the area goes from small planets (~9 tiles) to big planets (~25). This is a broad approximation, but here the variation goes up to 60%, which is additionally affected by a 3/2 factor.

I agree that the gravity potential is not totally determined by it's size and that the 20% variation should be reckoned, but this is as far I got up to now :)

Cheers!
Arathel Jun 12, 2016 @ 3:34pm 
B-but, the size doesn't determine the gravity. Density would.