Stellaris

Stellaris

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Intuitive Habitables Slider
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May 5 @ 11:15am
May 12 @ 5:57pm
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Intuitive Habitables Slider

In 1 collection by Oatmeal Problem
Oatmeal Mods
8 items
Description
Intuitive Habitables Slider

This mod changes the behavior of the Habitable Worlds galaxy setting, so it simply affects the total number of habitable planets in the galaxy, and all habitable worlds (homeworld, unique, random, etc) draw from this "pool." In vanilla, the Habitable Worlds setting only affects planets that are not homeworlds, pre-FTLs, or guaranteed habitables, and even then it doesn't effect those planets as much as you'd expect.

WARNING
If you are used to playing Stellaris with extreme Habitable Worlds settings (less than 0.5x, or more than 2x), please reconsider. The game has been lying to you. You might not be ready for the truth.

As you can see in the data below, vanilla 0.25x is actually closer to 0.5x, and not even vanilla 5x reaches 2x. Real 0.25x is bleak. Real 5x might melt your computer late game. Choose responsibly.

Settings
Vanilla # of Habitable Worlds
Vanilla Actual x
This Mod # of Habitable Worlds
This Mod Actual x
Default
159
N/A
156
1x
0.5x Habitable Worlds
132
0.8x
82
0.5x
0.25x Habitable Worlds
Pre-FTLs and Pre-Sapients Off
Guaranteed Habitables Off
78
0.5x
41
0.25x
5x Habitable Worlds
295
1.9x
828
5.2x
Settings not listed are default. Counts are median value from 5 random galaxies, counting all habitable worlds (uncolonized and colonized). Tests last performed on Stellaris v4.0.1.

How it Works
After galaxy generation, this mod calculates the number of habitable planets you'd expect given your habitable worlds setting and galaxy size (roughly 26 planets per 100 stars at 1x). It then compares that to what was actually generated, and dynamically creates or removes habitable worlds as needed. It never removes guaranteed habitables or adds habitables to home systems. It avoids changing any planets that have unique content (anomalies, archeology sites, event chains) associated with them. Any added habitables have a chance to spawn with pre-FTLs or pre-sapients (based on your settings).

Caveats:
  • At settings less than 1x, you get fewer unique/event systems than you would with vanilla
  • At settings greater than 1x, this mod expands the "goldilocks" zone habitables are allowed to spawn in; the greater your setting, the more the zone is expanded
  • At extremely low settings, there might not be enough planets to remove if you don't also disable Guaranteed Habitables, since this mod intentionally never removes those planets

Compatibility

Sharing
Feel free to update, pack, patch, translate, fork, or incorporate this mod, no prior permission required. Credit, linking to the original mod, and letting me know is appreciated!

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Popular Discussions View All (1)
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May 12 @ 6:10pm
PINNED: Compatible Mods
Oatmeal Problem
27 Comments
Oatmeal Problem  [author] Jun 18 @ 7:01am 
@Celador Guilli's makes changes after this mod. The modifiers it adds will match the planet class updated by this mod. Any planets it adds will be unaffected.
Celador Jun 18 @ 3:43am 
@Oatmeal Problem Alright, thanks. Do you know how it affects Guillis planets? Some of them are given terraforming modifiers, and it also adds some unique Gaia planets.
Oatmeal Problem  [author] Jun 17 @ 3:11pm 
Sorry, miscounted, there were 2 pre-FTL planets.

Setting to rare will remove all "generic" pre-FTL civs, leaving only special event ones. If you want pre-FTLs, but very few planets overall, I'd recommend playing on 0.25x habitables, but crank the pre-FTLs up to 5x, and maybe lower the number of AI. Unlike vanilla, pre-FTLs draw from the "same pool" of possible planets instead of creating additional planets, so the slider affects how many of the available non-event non-guaranteed planets get pre-FTLs (at 1x, roughly 10%, at 5x, roughly 50%).

For 1000 stars, 10 AI empires, 0.25x habitables, 5x pre-FTLs, guaranteed habitables off:
62 habitable planets, of which:
17 are uncolonized
37 are colonized post-FTL
8 are pre-FTL
Oatmeal Problem  [author] Jun 17 @ 3:00pm 
@Celador at "Rare" things start to become a bit less predictable. The mod sets a target number of habitables based on your galaxy size and slider, and then converts to/from habitable planets until it reaches that target. With "Rare" it has the impossible target of 0. It will remove as many as possible, excluding spacefaring homeworlds and any planets that "seem" like special event planets.

At 1000 stars, 0 habitable, all other settings default, I get:
89 habitble planets, of which:
39 are uncolonized
50 are colonized post-ftl planets (player/AI homeworlds, Fallen Empires)
0 pre-ftl planets

Same settings, but with guaranteed habitables off:
62 habitable planets, of which:
17 are uncolonized (mostly FE holy worlds, Chosen cluster, a few event planets)
55 are colonized post-ftl planets (player/AI homeworlds, Fallen Empires)
0 are pre-ftl planets

Those are both sample sizes of 1, not averages. The number of AI empires will have a pretty big impact. That's without any other mods.
Celador Jun 17 @ 1:28pm 
@Oatmeal Problem Thanks. I usually play on 1000 or modded 1250 galaxy, and even on rare it ends up with plenty of planets somehow. Some I assume are squeezed from planetary diversity, some from gigastructures or other mods. The worst offender was Guillis modifiers, that straight up doubles habitable planets, no matter what setting you select.

If I play on 1000 galaxy, rare habitables and 1.0 pre-ftls with Guillis and this mod, how many habitable planets can I expect? Around 100 from the game itself and 20-50 from Guillis?
Oatmeal Problem  [author] Jun 17 @ 12:53pm 
"Rare" essentially sets the slider to 0. The mod will remove all planets it can. Homeworlds, guaranteed habitables, and a handful of special planets will be all that's left
Celador Jun 16 @ 4:02pm 
What happens if you select “rare” setting for habitable worlds?
Oatmeal Problem  [author] May 15 @ 1:49pm 
@Killer Tamashi no. You will have about 40 habitable planets (for a 600 star galaxy) and about 50% of them will have pre-FTL civs (excluding homeworlds and guaranteed habitable worlds)

Essetially, the pre-FTL slider affects the percent of planets with pre-FTLs but (unlike vanilla) does not affect the total number of habitable planets
Killer Tamashi May 15 @ 1:40pm 
So if I set habitable to 0.25, and pre ftl to 5x, will that increase the number of habitable worlds?
Oatmeal Problem  [author] May 15 @ 6:45am 
@danielthelaw yep