Stellaris

Stellaris

48 ratings
Strange New Worlds
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
27.988 MB
Jun 21, 2016 @ 7:39am
Aug 21, 2016 @ 5:32pm
22 Change Notes ( view )

Subscribe to download
Strange New Worlds

In 1 collection by docflamingo
DocFlamingo's Overlord Collection
8 items
Description
1.2.5 compatible

STRANGE NEW WORLDS in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management. This mod is not save game compatible; a new game must be started for it to take effect.


UPDATE 7/31/16:

*New Starting System added--more will be added over the new few days.

UPDATE 8/21/16:

*Races will now longer spawn on asteroids of barren planets.



*Resources are now realistic while maintaining game balance, based upon my mod “Resource Redux.” Stars will produce energy and sometimes physics research depending on type, stellar objects like black holes, pulsars, neutron stars, and the like will produce physics research and sometimes dark matter. Gas giants will produce a small amount of energy and sometimes engineering research or terraforming materials depending on type and ringed gas giants may produce minerals. Asteroids produce minerals and sometimes engineering research in amounts depending on type.

*Gas Giants are now subdivided into four categories: Gas and Ice giants, either of which may be ringed or un-ringed. Each variation has its own unique resource characteristics. Ice giants have new models.

*All habitable worlds may be colonized from the start of the game. Colonization technologies now increase the habitability rating for that class of planet and allow the unlocking of terrain clearing technologies unique to that planet type.

*Habitability Classes have been narrowed. Continental planets now treat all other classes as secondary, Ocean and Tropical are a single primary group, as are Arctic and Tundra, and Desert and Arid. Continental species have greater versatility since all terrain types exist on their home worlds but they pay for this with a narrower ideal range.

*Scripts that ensured ideal planets were close to the player’s starting system have been disabled since there is now more early-game versatility in colonization.

*Asteroids now come in three classifications: Carbonaceous, Silicaceous, and Metallic; each with their own resource characteristics. Silicaceous and Metallic asteroids may be colonized after a technology unlock.

*A new edict, “Land Reclamation” is available after a technology unlock that allows players (and the AI) to increase any planet’s sizes by 1 tile every six months at a cost in Influence and a temporary happiness penalty; as per my mod “Land Reclamation.” The Influence cost ensures that this is an event to be reserved for important planets and not something you can simply do all the time, all over the place. While it is enabled for the AI I have kept an eye out and if they use it they do so sparingly. The Land Reclamation edict is not available on colonized asteroids.

*Starting systems like Sol and Deneb have been updated to include new planet classes and the Sol system has been expanded to include more moons and asteroids.

*Habitable worlds are slightly less common (-25%).

*6 new Planet Modifiers added.

*Planet Modifiers are now 50% more common.

*Cold Barren worlds are now called "Vacuum Worlds" to distinguish them from standard barren worlds which have atmospheres.


FUTURE PLANS:

*More New starting systems.

*Expand terraforming to include uninhabitable worlds such as Barren, Toxic, and Frozen classes.

*Add new types of planet modifiers.

*Add events like xeno-plagues that may be countered by long-term habitation or technology unlocks like medical nanobot transfusions or genetic engineering.


SUGGESTIONS WELCOME.

COLLECTION: This mod, and others I made to work with it, can be downloaded together in my "Overlord" collection: http://steamcommunity.com/sharedfiles/filedetails/?id=712692484


REPLACED FILES:

*common/deposits/ 00_deposits.txt
*common/planet_classes/00_planet_classes.txt
*common/solar_system_initializers/empire_initializers.txt
*common/solar_system_initializers/prescripted_species_systems.txt
*common/traits/00_habitability_traits.txt
*common/tile_blockers/00_tile_blockers.txt



Hope you enjoy the mod and please don't forget to rate! If you have any issues, feel free to post them here as I check messages frequently and am always happy to help.
Popular Discussions View All (2)
15
Aug 20, 2016 @ 1:24pm
BUG REPORTS
docflamingo
7
Jul 30, 2016 @ 7:42pm
SUGGESTIONS
docflamingo
119 Comments
ColdSpaCe7 Apr 1 @ 8:43am 
update please?
Flashmeister Oct 27, 2023 @ 9:29pm 
STRANGE NEW WORLDS in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management. This mod is not save game compatible; a new game must be started for it to take effect.
Locus May 11, 2017 @ 7:42pm 
so did this mod just die or something? NO UPDATE NOTHING?:steamsad:
Peter34 Apr 10, 2017 @ 7:55pm 
Will this mod be updated to 1.5?
VeCo359 Feb 10, 2017 @ 4:46pm 
Are this mod still in devolp?
C-money Jan 3, 2017 @ 8:59pm 
Is this mod still in working order? I'm suffering a random crash using it, and I cant seem to figure out what is causing it...
vaporfeces Nov 22, 2016 @ 7:18am 
I haven't forgotten about you guys. I am still developing the mod. Hope to be done around Christmas time or shortly into the new year. Have a lot going on right now and part of the mod is easier if I write a .NET based application to automatically generate some of the files.
RudytheDominator Oct 30, 2016 @ 3:51pm 
Sound pretty crazy. Glad you're safe.
OwnGoal99 Oct 30, 2016 @ 8:14am 
Good to hear and sorry about the life change cuz of the 'Cane. Sucks.
docflamingo  [author] Oct 30, 2016 @ 7:25am 
Within a week this should be updated. I hadd to reloxcate because of Hurricane Matthew and my current internet connection is very poor. It will be upgraded on the 3rd and within a few days of that all my mods should be updated.