Stellaris

Stellaris

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All These Worlds 2.1 Extended
   
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6.055 MB
10 Jul @ 11:38am
27 Jul @ 7:48am
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All These Worlds 2.1 Extended

Description
This is a Sub-mod for All These Worlds 2.0, it cannot run without it.
It expands ATW by adding some features I had planned, mostly related to terraforming. I will try to keep this page short, while providing links to specific posts on my Patreon page where I explain the new features in more detail.

As the mod adds a new district, UI overhaul is highly recommended, or a similar mod that expands the planet's portrait area as well as the districts.
On the load order, UI mod should go on top, then ATW 2.0, followed by the 2.1 sub-mods. Example on the screenshots.



If you haven't been keeping track of the latest changes since I've started work on the sub-mod, I will point first to this post where I describe them. The most important was the addition of a new Biosphere level and significant changes to the Atmosphere modifier which now also dynamically changes habitability as your species homeworld will determine which Biosphere and Atmosphere it likes and planets with different ones will have reduced habitability.

https://www.patreon.com/posts/atw-main-mod-105762833

Orbital deposits have been changed a bit, stars should no longer give energy, while gas giants usually do either energy or trade value if they have rings. Two new deposits have been added, Water ices found on Ice asteroids and the frozen Thalassic world, and Greenhouse gases found on Telluric classes. The Seeds resource was also added, which requires a building to be built, that makes the planet's farmers also produce a Seed unit each. These 3 resources are used for the new terraforming processes.

There are new Decisions you can take which allow both the Atmosphere and Biosphere modifiers to be changed. You are only given one choice for Atmosphere conversion, but you get to choose which Biosphere level you want from the ones the planet class supports. These decisions require not only the new resources, but also a number of the new Terraforming district built, depending on the planet's size, larger planets will need more districts. The districts employ Geoengineers who improve habitability slightly and also give some Society research, but they do not count for enabling the Decisions. Usually when the planet has both the Atmosphere and Biosphere of your main species preference, the Terraforming districts will be unbuildable and they may get destroyed if you had them before, otherwise you should evaluate if you really need them as they have an upkeep of the new resources.

The Decisions and the new District become available with a new tech, Atmosphere Manipulation.

https://www.patreon.com/posts/extended-new-and-106311120

You can no longer terraform planets between different types (ie: from a Hot Terrestrial to a Hot Sub-oceanic), only with Climate Restoration you can change the climates without changing type (ie: from Hot Terrestrial to Temperate Terrestrial). To compensate, you have a new option with Terrestrial Sculpting: Subterranean Terraforming, which is a standard terraform process that doesn't change the planet class, it creates a subterranean environment which you can colonize, giving you a habitability bonus at the cost of happiness, population growth and non-urban district build time. You can repeat the process to move the colony to the surface if you determine the habitability modifier is no longer significant, or if you later terraform the planet to a different climate the colony will be moved to the surface and the modifier will be removed.

https://www.patreon.com/posts/subterranean-107465358

There are 3 new Terraformed planet classes, one is the Barren class, which is an early game option for uninhabitable terraforming. You can use it on Mars or other uninhabitable worlds with the terraforming candidate modifier. It will be a Marginal world, so habitability will be low, however you will have the option of further terraforming to the subterranean environment, and once you can build the Terraforming districts you can start to upgrade the Atmosphere (it will have an extra step to reach an optimal atmosphere), and once the Barren class has an optimal atmosphere and you get Climate Restoration, you have two new terraforming options: The Sub-oceanic and the Sub-terrestrial terraformed class (there is no Terrestrial option, but Terrestrial species have higher base habitability on sub-oceanics and sub-terrestrials).

Both the Barren-terraformed and Tomb class can be terraformed to these two new classes once they have an optimal atmosphere, so colonizing them first is a requirement. Using humans with post-apocalyptic origin will allow for Earth to be restored, limited to the Sub-oceanic class while Mars is limited to Sub-terrestrial, so the proper textures are applied, and the climate depends on the main species preference. So yes, if you're an empire with a hot homeworld and you encounter a nuked Earth and colonize it, you will eventually terraform it into a desert-looking Earth.

https://www.patreon.com/posts/more-107618325

Gaia worlds can still be terraformed with the World-shaper perk, but you cannot choose the variant, it will be picked based on the deposits that rolled, just like Gaias spawned at the start of the game, and ones spawned by event, which leads to an important bit of information:

This mod is a bit complex in how it how it uses the vanilla planet classes and makes it look like lots of new ones were added, Gaias for instances, there are 3 of them, all using the 'pc_gaia' code reference. There are many events, vanilla or from other mods, that may alter a planet class during the game, and it would be a very difficult job to find and adapt all of these events, not to mention have to keep them updated in future versions of the game. So if an event turns one of your colonies into a Gaia world for instances, save and load, there is a script that runs when loading the game that checks the galaxy for planets with wrong modifiers and fixes them.



Phase 2 of the mod will include two new features, one I call System Colonies, the other will be related to dynamic asteroid deposits, I will say nothing more for now, and I will not work on them before the end of the summer, and only release if I'm satisfied with the result. The colonies feature will replace the current Marginal world colonization through mega-projects mechanic, and if I get it to work, I might be interested in making new Marginal worlds as well.

Translations:

Links to translation sub-mods are in the ATW 2.0 main page, those are maintained by their respective authors and hopefully updated to both 2.0 and 2.1 sub-mods.

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.

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]

Please rate this mod if you like it.
23 Comments
Lex Peregrine  [author] 27 Jul @ 8:00am 
I have also updated the main mod to replace the small planet grid-based icons with vanilla style, just don't complain about uninhabitable water worlds getting a frozen world icon, or retinalgenian looking green.
Lex Peregrine  [author] 27 Jul @ 7:59am 
It's true, oversight. I actually never got to build a dyson swarm during my playtesting so I did not notice, I thought it just added energy similar to the arc furnace.
I have updated the mod to keep the energy if it spawns 4 or more, this should allow for stars with good energy output to exist in the galaxy, it will unfortunately require a new game to find those stars, unless they show up on scripted systems spawned by event after galaxy generation.
Provide feedback if I should further adjust this, as I will not be testing this so soon.
SC_Reaper 26 Jul @ 6:51am 
Seconding @Numina, as dyson swarms work by multiplying the star output, does this mod make the kilostructure functionally useless? Seems like a slight design oversight if this is true.
Lex Peregrine  [author] 21 Jul @ 9:37am 
WARNING: I noticed a recent mod, Detox Technology by Harvatos, is not compatible with this mod as it also overwrites the vanilla special terraform file.
Lex Peregrine  [author] 21 Jul @ 9:35am 
UPDATE: Fixed bug which was still allowing Pagoslykofos class (Frigid Tidally-locked) to be terraformed to subterranean environment (there's no land for a subterranean environment);
Removed terraforming options from the tidally-locked worlds.
Lex Peregrine  [author] 20 Jul @ 7:34am 
I added a note above about translations.
Lex Peregrine  [author] 20 Jul @ 7:30am 
Ahh I see the link is already there. No point in adding it here as well since your mod translates for both 2.0 and 2.1. Thanks for keeping it updated!
Lex Peregrine  [author] 20 Jul @ 7:27am 
Nice! I will add the link on the main ATW 2.0 page along the other ones! And take my points awarded ;)
卡尔文迪斯梅特 20 Jul @ 1:07am 
I made a new Chinese localization translation is here.Could you please add a link?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3108330591
Lex Peregrine  [author] 15 Jul @ 11:03am 
It should, but I haven't spent time analyzing that. Most of the terraform options use the same weight modifiers as vanilla, others like the subterranean I have added specific conditions.