SIZE
17.27MB
SUGGESTED GAME VERSION
*
39 Subscribers
5
DESCRIPTION
This sub-mod adds no planets to the total number of planets in galaxy generation
This is an add-on for Planetary Diversity.
This is not a stand-alone mod, it will not work without Planetary Diversity.
I would highly recommend using this with my Planet View to get the full effect of the Artwork.
This sub-mod adds new planetary habitats to the game. They can be built on any planet that is less than size 25. If they have a special deposit, modifiers or are special uninhabitable classes they will gain special districts, same as how orbital habitats get them, plus these habitats add a bunch of special modifiers to the game. They all start with 50% habitability, but each upgrade gives them 10% more habitability which pushes them up to 70% total.
This sub-mod also adds an Origin which allows your race to start with 2 habitats already built and inhabited in your home system, you can choose between a random or Sol system to start with, much like the void dweller start.
THE BLOCKERS ARE NOT REMOVABLE BY IN-GAME MEANS
This is to keep them at the correct size, the same as regular habitats. No, I will not change that, it's done on purpose.
Habitats are built like regular habitats, via construction ships.
Level 0
Buildable at game start
Asteroid Habitat
Cost: 500 Alloys, 50 Influence, 450 days
Small mini habitat that starts with 1 district and doesn't have the ability to have housing districts, just the basic ones and any special ones granted by deposits.
Barren Habitat
Cost: 750 Alloys, 75 Influence, 900 days
It starts with 2 districts if it is a moon and 4 if it is a planet. Gains housing, industrial and leisure districts with the ability via decisions to make more.
Level 1
Unlockable via an early game tech
Frozen Habitat
Cost: 1000 Alloys, 100 Influence, 900 days
It starts with 2 districts if it is a moon and 4 if it is a planet. Gains housing, industrial and leisure districts with the ability via decisions to make more.
Molten Habitat
Cost: 1000 Alloys, 100 Influence, 900 days
It starts with 2 districts if it is a moon and 4 if it is a planet. Gains housing, industrial and leisure districts with the ability via decisions to make more. It cannot build farming districts.
Level 2
Unlockable via a mid-game tech
Hothouse+Toxic Habitats
Cost: 1500 Alloys, 150 Influence, 900 days
It starts with 2 districts if it is a moon and 4 if it is a planet. Gains housing, industrial and leisure districts with the ability via decisions to make more. It cannot build mining districts.
Gas Giant Habitat
Cost: 1500 Alloys, 150 Influence, 900 days
It starts with 4 districts. Gains housing, industrial and leisure districts with the ability via decisions to make more. It cannot build mining districts.
I've returned the AIs abilities to make these planets for the time being, please let me know if they are spamming them.
This submod does not add planets to the total number of planets in a galaxy generation
This is an addition to Planetary Diversity.
This is not a standalone mod, it will not work without Planetary Diversity.
I would highly recommend using this with my planet view to get the full effect of the drawing.
This submod adds new planetary habitats to the game. They can be built on any planet that is smaller than 25. If they have a special deposit, modifiers, or are a special uninhabited class, they will get special areas just like orbital habitats, plus these habitats add a ton to the game special modifiers. They all start at 50% habitability, but each upgrade gives them 10% more habitability, increasing their total to 70%.
This submod also adds Origin which allows your race to start with 2 habitats already built and settled in your home system, you can choose between a random or solar system to start with, much like the Void Dweller start.
BLOCKERS CANNOT BE REMOVED BY IN-GAME MEANS
This is done in order to maintain their correct size, the same as in their normal habitats. No, I won't change that, it was done on purpose.
Habitats are built like regular habitats, using construction ships.
Level 0
Possibility to build when starting the game
Asteroid Habitats
Cost: 500 Alloys, 50 impacts, 450 days
A small mini-habitat that starts with 1 district and does not have the ability to have residential districts, only basic ones and any special ones provided by deposits.
Barren Habitat
Cost: 750 Alloys, 75 impacts, 900 days
It starts with 2 districts if it is a moon, and 4 if it is a planet. Gets residential, industrial and entertainment districts with the power to make decisions to do more.
Level 1
Unlocked via early game technology
Frozen habitat
Cost: 1000 Alloys, 100 Impacts, 900 days
It starts with 2 districts if it is a moon, and 4 if it is a planet. Gets residential, industrial and entertainment districts with the power to make decisions to do more.
Molten Habitat
Cost: 1000 Alloys, 100 Impacts, 900 days
It starts with 2 districts if it is a moon, and 4 if it is a planet. Gets residential, industrial and entertainment districts with the power to make decisions to do more. He cannot build farming areas.
Level 2
Unlocked via mid-game technology.
Greenhouse + Toxic Habitats
Cost: 1500 Alloys, 150 impacts, 900 days
It starts with 2 districts if it is a moon, and 4 if it is a planet. Gets residential, industrial and entertainment districts with the power to make decisions to do more. He cannot build mining districts.
Gas giant habitat
Cost: 1500 Alloys, 150 impacts, 900 days
It starts with 4 districts. Gets residential, industrial and entertainment districts with the power to make decisions to do more. He cannot build mining districts.
For now I have brought back the AI ​​abilities to create these planets, please let me know if they are spamming them.
REQUIREMENTS
Stellaris
Full game
FORUM LINKS