Stellaris
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All These Worlds 2.0
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2.613 GB
22 Thg12, 2023 @ 12:53pm
3 Thg11 @ 2:32am
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All These Worlds 2.0

Mô tả
All these worlds ... are yours!
This is a stand-alone mod for Stellaris 3.14.
I started this as an update to my Lite version, but was so satisfied with the progress that I expanded it to include almost all the content I had on the larger mod, in a way that works better with vanilla content and probably other mods as well.

This does bring some bigger changes to vanilla than my Lite version, so Lite will remain as a separate mod, I may even make an update to it soon to make some improvements without changing it too much.

Please remember, this is not a Planetary Diversity alternate, you only get 9 homeworld options like in vanilla, plus a few more in new Origins. I also recommend using Planetary Diversity's Planet View sub-mod for the enlarged planet portraits OR UI Overhaul Dynamic.



The main purpose of this mod is to add variety to the galaxy, while also changing a few vanilla features, like the planet class names and descriptions and new random star systems which includes unary, binary and trinary systems, as well as empire and pre-FTL home systems.

Habitable worlds, like in my Lite mod, have a Biosphere modifier representing the average level of the planet's vegetation density, from Barren to Dense and also Aquatic for submerged environments. Each of these modifiers increase or reduce some worker production types.

Habitability is more dynamic, because it is now linked to the Biosphere. When you pick a homeworld class, your species will have a preference for your homeworld's biosphere, and you will get a 15% bonus to habitability on any world with the same Bio, which is reduced to 5% if its close but not the same, or negative 10% if its too different. Species with the Aquatic trait will get a negative 20% on a world with a surface Bio, but they can colonize underwater even in Terrestrial worlds (Sub-terrestrials will come soon) at the cost of a district reduction. Base habitability has been adjusted, primary is 65%, secondary is 45, tertiary 30, Nuked is 20%. Gaias are no longer ideal, but start at 80% for everyone except Nuked (45) and Life seeded (100). This will be tweaked if necessary.



The 9 main vanilla habitable classes have been renamed, you will find Terrestrial planets, Sub-terrestrial, Oceanic, and Sub-oceanic, Gaias are now Super-terrestrial. The uninhabitables have also been renamed, you will find Telluric planets, Cratered, Magma, Toxic, Panthalassic and Gaseous.

Each of these types of planets may result in more than one planet class, converted at game-start semi-randomly, Tellurics may result in the Mars-like Dusty class, or Io-like Volcanic, or Europa-like Frozen. Gaseous may give you one of several Gas-giants, Hot-giants or Ice-giants, etc. During the conversion process the planet receives an Atmosphere modifier which is also responsible for changing the color of the entity's atmosphere, as well as another modifier that identifies the class name and description.

As for the habitables, the 3 climate tags remain, although slightly renamed, so there are Temperate Terrestrials, Sub-terrestrials and Oceanics, Dry Terrestrials, Sub-terrestrials and Sub-oceanics, and Frigid Terrestrials, Sub-terrestrials and Sub-oceanics. Each of this planet types may give you one or more possible classes, and many classes have 2 or 3 possible Biospheres.

Uncolonized worlds will show an orbital render in the planet view screen, but once colonized this render is changed to the surface art (in most cases artwork from Planetary Diversity kindly authorized by Gatekeeper) reflecting both the planet class and the biosphere present. Terraforming is mostly unchanged from vanilla, a new script has been added which picks a resulting planet class based on your species biosphere preference, so if you terraform a Dry Terrestrial into a Temperate Terrestrial, you will get one of the Temperate Terrestrial classes with the same Biosphere level as your homeworld if possible, or one close to it.

The Tomb world has also been renamed to Marginal, however any nuked planet generated at game start or after will default to the Tomb class, while the mod's script will convert a number of uninhabitable worlds during galaxy generation into Marginal worlds of different classes. These are meant to be planets with lower habitability, as low as the Tomb world, however they may have a biosphere that may or may not give habitability bonus.

All these world classes, both habitable and uninhabitable, each with their own art and textures, are included without adding a single new planet class to the code, they are just scripts which spawn different modifiers and modify the textures linked to those modifiers. This is a big improvement over my previous mods because it should keep a high level of compatibility with vanilla events and even other mods.



I should keep making updates to ATW 2.0, and have plans for sub-mods that will introduce further changes to vanilla mechanics. These sub-mods will be identified as 2.1 if they only require 2.0, or 2.2 if they require 2.0 and all 2.1 sub-mods as well. But I don't want to make this a promise, the game is getting old and so am I.

I invite you to visit my Patreon[www.patreon.com] page where I post info about what I'm up to, most of the content is open and not behind a pay-wall.
[www.patreon.com]



All surface environment portraits are from Gatekeeper's Planetary Diversity and used with permission.

All planet textures (including the uninhabitable orbital renders) except vanilla and the Martian variants from PD are original works by Chris Adamek, author of the Starlight Universe book series which you can find on Amazon and his own website here:
https://www.starlight-universe.net

This project would not be possible without either of them.

Translations:

Simple Chinese by 卡尔文迪斯梅特.
Italian by Rahl81.

Sub-mods:
Clear Textures
ATW Extended

Please rate this mod if you like it.


FAQ (Frequent Annoying Questions):

Is this compatible with Planetary Diversity? No, both mods change planets
Is this compatible with Realspace? No, both mods change star systems
Is this compatible with Gigastructures? Probably yes, but I don't use it so I did not test for any unwanted effects
307 bình luận
Lex Peregrine  [tác giả] 18 giờ trước 
Mod updated, I will write the changelog tomorrow or so. Iºm not sure if the update will cause any problems with ongoing games, but to get the full benefit a new game is required for sure. Most of the changes are described in the last 2 patreon links I posted below.
I have also added a new Deneb(ola) system initializer which disables the UNE, and in case you use the Payback origin it will add some nuked planets around Sol, including Earth.
Lex Peregrine  [tác giả] 1 Thg11 @ 7:20am 
I checked the new version this morning and saw no update was necessary, so I will finish a few tweaks I was hoping to do by the end of the weak, but was delayed by that unfortunate event, before uploading the update. Should be done by tomorrow I hope, as I want to play the game before I go back to work lol
FelipeMarback 1 Thg11 @ 5:51am 
very nice
Lex Peregrine  [tác giả] 31 Thg10 @ 1:02pm 
My PC is now up and running, with a temporary air cooler, so I will work on the update this friday, which will include the latest changes I have been talking about on my Patreon page.
Lex Peregrine  [tác giả] 29 Thg10 @ 12:19pm 
Unfortunately my cpu's radiator pump burned today, my main pc is down. I'm hoping to find a temporary solution during the week until I can get the radiator replaced. No updating possible unless I spend some money to get something like an air cooler in it :(
roea1591 29 Thg10 @ 10:33am 
please update for patch pi (3.14). i love your mod!
Lex Peregrine  [tác giả] 21 Thg09 @ 10:45am 
Fixed bug with Arc furnace megastructure;

Added habitability cap effect for atmospheres different than the species' homeworld, which can lower the planet's maximum habitability from 90% down to 30% depending on how toxic the atmosphere is. This is meant to prevent even hostile marginal worlds from reaching high habitability with tech and other bonuses, but can still be avoided if you upgrade the Atmosphere (which requires the Extended sub-mod). Note that in worlds with multiple species, some may like the current atmosphere, others may not and may get different effects.
Lex Peregrine  [tác giả] 20 Thg09 @ 6:04am 
thanks I'll check it out.