Strange New Worlds

⭐ — (0 endorsements) 📥 332 downloads 📅 6/21/2016
⚪ Last updated 2016

By 76561198015033486 · Balance, Economy, Galaxy Generation, Overhaul

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 8/22/2016 📅 Created: 6/21/2016

📋 About This Mod

1.2.5 compatible STRANGE NEW WORLDS in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management. This mod is not save game compatible; a new game must be started for it to take effect. UPDATE 7/31/16: *New Starting System added--more will be added over the new few days. UPDATE 8/21/16: *Races will now longer spawn on asteroids of barren planets. *Resources are now realistic while maintaining game balance, based upon my mod “Resource Redux.” Stars will produce energy and sometimes physics research depending on type, stellar objects like black holes, pulsars, neutron stars, and the like will produce physics research and sometimes dark matter. Gas giants will produce a small amount of energy and sometimes engineering research or terraforming materials depending on type and ringed gas giants may produce minerals. Asteroids produce minerals and sometimes engineering research in amounts depending on type. *Gas Giants are now subdivided into four categories: Gas and Ice giants, either of which may be ringed or un-ringed. Each variation has its own unique resource characteristics. Ice giants have new models. *All habitable worlds may be colonized from the start of the game. Colonization technologies now increase the habitability rating for that class of planet and allow the unlocking of terrain clearing technologies unique to that planet type. *Habitability Classes have been narrowed. Continental planets now treat all other classes as secondary, Ocean and Tropical are a single primary group, as are Arctic and Tundra, and Desert and Arid. Continental species have greater versatility since all terrain types exist on their home worlds but they pay for this with a narrower ideal range. *Scripts that ensured ideal planets were close to the player’s starting system have been disabled since there is now more early-game versatility in colonization. *Asteroids now come in three classifications: Carbonaceous, Silicaceous, an

1. 2. 5 compatible STRANGE NEW WORLDS in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management. This mod is not save game compatible; a new game must be started for it to take effect. UPDATE 7/31/16: New Starting System added--more will be added over the new few days. UPDATE 8/21/16: Races will now longer spawn on asteroids of barren planets. Resources are now realistic while maintaining game balance, based upon my mod “Resource Redux.” Stars will produce energy and sometimes physics research depending on type, stellar objects like black holes, pulsars, neutron stars, and the like will produce physics research and sometimes dark matter. Gas giants will produce a small amount of energy and sometimes engineering research or terraforming materials depending on type and ringed gas giants may produce minerals. Asteroids produce minerals and sometimes engineering research in amounts depending on type. Gas Giants are now subdivided into four categories: Gas and Ice giants, either of which may be ringed or un-ringed. Each variation has its own unique resource characteristics. Ice giants have new models. All habitable worlds may be colonized from the start of the game. Colonization technologies now increase the habitability rating for that class of planet and allow the unlocking of terrain clearing technologies unique to that planet type. Habitability Classes have been narrowed. Continental planets now treat all other classes as secondary, Ocean and Tropical are a single primary group, as are Arctic and Tundra, and Desert and Arid. Continental species have greater versatility since all terrain types exist on their home worlds but they pay for this with a narrower ideal range. Scripts that ensured ideal planets were close to the player’s starting system have been disabled since there is now more early-game versatility in colonization. Asteroids now come in three classifications: Carbonaceous, Silicaceous, an

📊 Mod Details

Game
Stellaris Mods
Author
76561198015033486
Version
N/A
Downloads
332
Endorsements
0
Category
Balance, Economy, Galaxy Generation, Overhaul
Created
6/21/2016
Updated
8/22/2016

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