Stellaris

Stellaris

Realistic Habitability
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Update: 22 apr 2021 om 17:30

Update: 24 nov 2020 om 23:28

Updated for 2.8.* (BUTLER)

Update: 15 mei 2020 om 8:19

Updated for 2.7.* Federations

Update: 3 mei 2020 om 8:55

Updated for 2.6.* Federations

Update: 26 okt 2019 om 12:10

Updated for 2.5.*

Update: 16 jul 2019 om 15:47

Updated for 2.3.*

Now includes Relics Update

Update: 9 dec 2018 om 10:45

Finally added some long overdue additions that improve on the original idea.

The original changes in this mod to the base planets *have not been changed*. This update only changes how "Life-Seeded" and "Post-Apocalypse" faction ethics work (that start on a Gaia world or Tomb world respectively).

In keeping with the themes of a more "logical" habitability model, here is a brief explaination of the changes:

LIFE-SEEDED
In the vanilla version, Life-seeded species can ONLY exist on Gaia worlds... this really didn't make a ton of logical sense. Now granted, part of this is for gameplay balance, but to not be able to live on ANY other planet is really silly. With this mod, the more "temperate" non-Gaia planets will have a base habitability of 40% (Ocean, Tropical, Continental, Savannah, and Alpine) and the other four more extreme planets are set to 20%. This means that with enough tech research you can make other planets marginally habitable for your Life-Seeded species, but it will be very difficult for them to create additional colonies in the early game.

POST-APOCALYPTIC
In the vanilla version, you start on a Tomb world with various penalties to colonizing non-Tomb world planets. But again, this mod argues the point from a logical perspective that if a species can survive a harsh radioactive environment, they should be able to survive almost anywhere. This mod addresses this by making Tomb-world empires essentially "masters of none" in terms of colonizing planets. They start with lower base habitability on their home planet (60%), but they have this same base habitability on EVERY planet. This is similar, but also different than the species trait "Highly Adaptibe" which only adds a +40% buff to base habitation stats. This mod basically gives you a second option for creating a very adaptive species without needing to burn 4 points in your species traits.

Update: 6 dec 2018 om 21:58

Updated for 2.2.*

Update: 16 aug 2018 om 0:30

Updated to 2.1.*

Update: 22 feb 2018 om 14:30

Updated to 2.0!