Stellaris

Stellaris

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Planetfall
   
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33.742 MB
Feb 13, 2019 @ 7:23am
Feb 28, 2021 @ 4:20am
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Planetfall

In 1 collection by Maniac
Planetfall Compatible Mods
19 items
Description
Planetfall is a major gameplay mod affecting many parts of the game. Though the features you might notice the most are:

• Traditions are almost completely redone. The old traditions have new effects, and six new tradition trees have been added: Commerce, Piracy, Spaceborn, Exploration, Vigilance and Welfare.
• The Spaceborn tradition enables asteroid colonization: it allows you to “terraform” asteroids into Asteroid Bases, with unique districts based on the deposit the asteroid was providing, for example: mining districts for normal asteroids, hydroponics districts for ice asteroids, rare crystal districts for crystalline asteroids, and a spaceport district providing soldier jobs for everyone.
• More (dis)approval modifiers for the various political factions. The portion of your influence provided by factions has been doubled to make these modifiers more meaningful.
• There is now a research building line for each of the three research types: Quantum Computers for Physics, Biology Labs for Society, and Skunkworks for Engineering.
• Improved AI. Most I have written myself. Some I borrowed or adapted from Glavius or Starnet, because my mod was already editing the same files as them. This means, due to the large number of files edited, using other AI mods will either have no effect, or break Planetfall, depending on the loading order used.
• Planetfall does have a few AI improvements not seen in any other AI mod.
1) It terraforms worlds and is more willing to sign migration pacts, making them a more competitive colonizer compared to humans.
2) It will tend to merge its fleet into one giant doomstack, only creating smaller secondary fleets if it has at least one fleet the same size as the enemy's entire fleet.
3) Instead of vanilla's random mismatch of weapons and armor, it will have more focused ship designs, based on their own best technologies, but adapting ship designs to the fleet their enemies/rivals/neughbouring purifiers are using.

Planetfall is the name of a total conversion mod I made for Civilization 4, a remake of Sid Meier’s Alpha Centauri. I figured I’d also use the name for this mod because it’s also spacey science fiction, and because I’m lazy and can’t think of any other good name that would cover the wide array of changes this mod makes.

Credits to Glavius, Salvor and Girion (of Expanded Stellaris Traditions) for using some of their ideas and code as the starting point of my own implementation.

For version 2.8+
27 Comments
Kepos Oct 19, 2020 @ 5:41am 
As for the traditions changes, it seems interesting to have free tech for some parts, but my first overview was that it's a bit overreacted with benefits and new included minerals. Probably it's balanced, but as you could see from my last post, I wasn't able to test it.
Kepos Oct 19, 2020 @ 5:37am 
ERR...just tested Planetfall...well, I tried and got ongoing empty notification issues like this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2262172198

Probably there is kind of incompatibility with the current mod setup I'm trying to test with.
Kepos Oct 19, 2020 @ 5:16am 
Interesting combination of tweaks for the AI. I'll try it, anyhow the systems tells it is outdated (2.6.).

As for Starnet, the AI get buffs for 'Captain' or higher start. How is this structured with Planetfall?
Nextor May 10, 2020 @ 9:40am 
Agree. This mod makes it so the mining districts have a upkeep cost of food. Why food?? So the plantoid races with Photosynthesis cannot work. Slowly drain themselves down to zero food and get the 75% penalty towards reproduction.
Haerzog May 10, 2020 @ 8:55am 
Trying to use this with the Photosynthesis when I realized that I can't because photo removes food production and this makes mines cost food. Sigh.
Maniac  [author] Mar 18, 2020 @ 3:31pm 
I uploaded an update, but I'll need you to tell me if something has actually changed, as the Paradox launcher is a rather malfunctional mess. Could someone please try to create a new empire and check if the Adaptable trait gives +8% or +10% habitability? If it's +8, the mod has successfully updated. (I increased the effects of habitability on growth, hence the Adaptive change).
TortoTheConqueror Mar 18, 2020 @ 9:40am 
Are you planning on updating this mod?
Cytrix Drakani Dec 2, 2019 @ 6:44pm 
Planetfall is causing lithoid (and possibly all other) mining districts to use food instead of energy, is this intentional?
choppo Nov 23, 2019 @ 1:55am 
noob question, what building if any help produce the currency for army transport fleets?
Lazor Gal Nov 19, 2019 @ 5:11pm 
The swapped Diplomacy Traditions (Versatility and Adaptability) also have descriptions and perks that overlap with Diplomacy and don't really make sense:
"Adopting all diplomacy traditions will increase our trust growth" for purifiers' adaptability tree.

Versatility is just a copy of Diplomacy and I am not sure if multiculturalism is appropriate for machines.I suppose it is alright if you just plan to engage in diplomacy with other machine empires but then the name swap to versatility is not really justified.

Welfare is described as useless for Gestalts but it isn't really. More civic slots are always good, reduced amenities from The Greater Good works, Ideology does increase edict duration and the increased research speed is still there. I suggest either removing the effects of Welfare for Gestalts entirely so the only benefit is an additional ascension perk or reworking the tradition to something fitting.

EDIT: Just noticed that Lithoid Mining Districts require Food. Odd.