Stellaris

Stellaris

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All These Worlds 2.0
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22 Dec, 2023 @ 12:53pm
5 Feb @ 7:41am
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All These Worlds 2.0

Description
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
363 Comments
Lex Peregrine  [author] 15 Jun @ 2:40am 
Probably being over-cautious, with the progress I did this week, I'm hoping I'll be play testing by next week. All the planets (except tidally locked and the terraformed versions) are spawning, going to work on the terraform scripts next, then I have a new feature to work on which may delay it or not.
Lex Peregrine  [author] 10 Jun @ 8:03am 
not really, but iºm not expecting for it to take months. I have all the graphical assets, so it's just coding. Depends on how often during the week I can spend time on this. Maybe weeks, I would like to get it done before August for sure.
UltraLore 10 Jun @ 3:34am 
is there any estimates on when there could be a release? (no pressure, take as long as it needs)
Lex Peregrine  [author] 7 Jun @ 1:43am 
I mean I'm working on 4.0 Lite, an upgrade to old Lite with most of the planet class variety in find in 2.0, but without the features that change mechanics or overwrite stuff. Then I plan to do an add on or two with some things like the rescaled solar systems and other features some people may like, others not, so I make them optional by doing them on add-ons.
Lex Peregrine  [author] 7 Jun @ 1:39am 
True! I'm working on it, expect the first preview post on patreon soon, I'll post the link here when it's up.
JohnnyBonny 6 Jun @ 11:06pm 
A new version would probably be the best option since allot of people are sticking to 3.14, Also with a new updated version you can expand on it and go hog wild.
Lex Peregrine  [author] 5 May @ 6:25am 
Currently the mod is probably incompatible with 4.0. I will be analysing what works and what doesn't during the week. Depending on how complex it is to fix everything, I may decide on a full or partial update, or no update at all and focus on a new version of Lite.
Another option on the table is to leave 2.0 and 2.1 as they are for people who will stick with 3.14, and work on a new updated version. Possibly the new Lite I mentioned, with future add-ons to bring back features of the other mods.
Lex Peregrine  [author] 21 Apr @ 8:50am 
Afraid not. A compatibility patch would be simple enough to overwrite my change to the defines file, but I'm not making anything more before the next update comes.
Kido Virp 19 Apr @ 10:37pm 
Legendary worlds*