Stellaris

Stellaris

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Real Terraforming
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8 Sep, 2023 @ 12:18pm
28 Sep @ 4:02am
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Real Terraforming

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Real Space Full Pack
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Description
Real Terraforming v 1.2.1

This version is compatible with patch 4.1 Lyra.

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This mod is designed to completely change the existing mechanics of terraforming in the game. Real Terraforming should appeal primarily to those who like wagering and interesting micromanagement. Like most of my mods, this mod will not make your game easier.

This is a completely standalone mod that does not require Real Space. Although I plan to add more features in the future, when combined with some of the other mods in my series.



When using Real Terraforming, you will not be able to terraform habitable planets in the old ways. The terraforming button won't go anywhere, but you won't have any links available to modify a planet, except for some exceptions. Exceptions are things that have not yet been added by this mod. For example, the ability to terraform uninhabitable planets.

The main feature of the new terraforming mechanics is the use of situations. You may have seen a similar thing when playing with “Idyllic Bloom” civic.

Terraforming technologies will now open up special terraforming projects that you can launch through planetary decisions. Terraforming projects can have different terraforming goals and ways of approaching them. Terraforming goals can include not only climate change (changing the class of a planet in terms of game mechanics), but also changing various planetary features (modifiers, deposits, etc.). Different terraforming projects can affect different parameters of a planet, the change of which is displayed as terraforming process scales (situations). Terraforming projects can trigger multiple terraforming processes. For example, a “Climate Change Process” Project affects Temperature and Humidity, which are displayed as two separate situations.

Terraforming projects almost always require special buildings. In some cases, these special buildings give access to these projects. In other cases, the special positions that these buildings grant are required to progress already running projects.

During the terraforming process, various events will occur that affect the progress of terraforming and other features of the planet. The outcome of terraforming may not always be predictable. Random events can drastically alter progress and lead to a different result than you expected.

Depending on the terraforming project, you may be able to influence some terraforming processes directly, but not others.

Losing control of a terraforming project (by forgetting) can also end badly. This mod is an additional burden on micromanagement in the game.

Game modifiers that speed up terraforming will also affect the speed of progress of terraforming processes (situations).

Terraforming Projects

Deep Borehole Drilling - Opens with the "Terrestrial Sculpting" technology. A "Geoengineering Complex" building is required.

Aquifer Release - Opens with the " Terrestrial Sculpting" technology. Requires Geoengineering Complex building.

Greening Operation - Opens with the " Terrestrial Sculpting" technology. Requires "Soil Fertilization Plants" building.

Climate Change Process - Opens with "Atmospheric Manipulation" technology (Old technology removed from the game is back. Hands-on!). "Terraformers" or "Terraforming Drones" jobs are required to progress.

Climate Restoration Process - Opens with the "Climate Restoration" technology. "Terraformers" or "Terraforming Drones" jobs are required to progress.

The "Ecological Adaptation" technology, at this time, does not open new projects, but mitigates damage to the ecosystem from terraforming and unlocks improved terraforming buildings.

Uninhabitable World Terraforming (Update 1.2)

Now you can finally terraform uninhabitable worlds. For this, you will need another mod - Planetary Stations.

For each terraforming project, I came up with some of my own features: multiple stages, buildings, interfering deposits and other random events. This time, the uninhabitable world terraforming projects will have only one stage and will not have any random events. In addition, there will be no failed terraforming result, instead, terraforming will last 4 times longer and will be done in two stages. It sounds terrible, but the feature of terraforming uninhabitable worlds relies too much on importing various chemical elements from other planets. These are such important components as water, methane, greenhouse gases, nitrogen, etc. Most of them are in short supply or, on the contrary, in excess for different classes of planets. Please note that intensive water export from habitable planets can lead to consequences. On the other hand. Perhaps these were your plans from the beginning. After the first stage of terraforming, an uninhabitable planet will not become habitable, but you will see external changes, and the planetary station will receive some bonuses.


How does it work?

The terraforming process is usually self-explanatory. You can see what happens at each step and control depending on your goal. But in some cases, you may need a hint. So if you like to learn everything on your own, don't read below.

Two parameters affect the planet's climate change: temperature and humidity. The combination of these parameters determines what class of planet you get.

Desert World - Temperature: High. Humidity: Low.

Arid World - Temperature: Medium. Humidity: Low.

Savannah World - Temperature: High. Humidity: Medium.

Continental World - Temperature: Medium. Humidity: Medium.

Ocean World - Temperature: Medium. Humidity: High.

Tropical World - Temperature: High. Humidity: High.

Alpine World - Temperature: Low. Humidity: Medium.

Tundra World - Temperature: Low. Humidity: Low.

Arctic World - Temperature: Low. Humidity: High.


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Version 1.0 is, in a way, an experiment. I needed to realize an idea, and I did it.
Already in version 1.1 I plan to do some bug work, based on feedback. There will also be new terraforming projects and synergies with New Frontiers (ability to terraform into subclasses, etc). The ability to terraform other classes of planets among the habitable planets for which I haven't had time to add such a feature will be added.
Version 1.2 will open up the ability to terraform uninhabitable planets. And of course will add synergy with Planetary Stations.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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148 Comments
H.O.L.P. 1 hour ago 
To the guy below I think I found it under "situation_eco_terraforming" in the "realterraforming_situations" document I think it was that one you were looking but didn't find, if you see it do reply if it was right.
Daya.Mar.Sana 25 Sep @ 9:08am 
Was curious to see what was wrong with this as I do seem to enjoy the mod. Played it before the 4.x updates hit :p

Had to go into the files, set the base monthly progress to 1 instead of zero and the events to terraform planets seem to work properly doing that, well the greening one didn't but I suspect I missed something there.

Anywho, I did other poking around and as far as I can tell its the buildings the situation isn't seeing for the various flags though I could certainly be wrong. Could be something changed on the planetary side when 4.0 hit, but thats merely speculation.

Anywho, hope any of that helps anyone until this gets fixed.
TiraboTurbos 21 Sep @ 6:19am 
Completely nullified in regards to hive world terraforming, once I take that ascension perk, all terraformable planets are highlighted white in galaxy view like vanilla, and the terraforming process plays out like vanilla(Though hive worlds are the only selectable option).
Atlas_UK 16 Sep @ 4:05am 
agreed, I'm seeing zero progress on any of my terraforming situations despite the buildings on planet are all fully staffed.
Warhawk 15 Sep @ 5:09pm 
Appears broken, at least with respect to planetary stations and barren. Easy test with Mars: It never gains any progress towards adding water, whether shipped or produced in situ with the district buildings.
Gake 9 Sep @ 8:52pm 
Is there a book or something to read for WTF to do once you get to the second stage of terraforming a Tomb World or Barren world? After the 1st stage it just... Stopped. Zero explanation for what's going on or what's needed.
Gup 9 Sep @ 2:15pm 
Its a shame you have to colonize the planet to start terraforming it. It should be a station or that we add a limited base on planet. Not a full on colonization on a 5-25% habitability rating.
이사우로스 7 Sep @ 6:46pm 
i hope add without terraformable candidates can terraforming..
TiraboTurbos 2 Sep @ 11:18pm 
For terraforming uninhabited planets, do we still need to discover them as terraformable candidates, or can we terraform any planet we want? Probably a stupid question. I assume them actually being a valid candidate is still necessary.
mahovav 2 Sep @ 2:44am 
Увы, мод не работает, ни регулировка температуры или влажности планет, ни восстановление экосистемы. Может я что то не так делаю? У меня установлены Gigastructural Engineering & More (4.0) , полный комплект Real Space 4.0, Plentiful Traditions 4.x. Друзья подскажите кто разбирается?