Created a desert and called it mine...

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WLFobe

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So I had a world with 60% habitability. I had the event that gave a chance to restart some very old terraforming equipment. The last time I had this, I ended up with a Gaia world. So I did it and ended up with a 20% habitable desert world.

What do I do now? I have a frontier clinic to raise habitability by 5%. But happiness can't be greater than that, so everyone has joined a faction.

If I create a vassal from the system (the faction's demand), won't the vassal's government have the same problem?
 

Syr

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Capital world pops are always loyalists, and never have factions. However it will be seriously crippled by the extreme unhappiness and low habitability.

You can let them migrate away (or resettle them) and replace them with robots too.
 

WLFobe

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So how do I do this? I have migration enabled but no one is leaving. Happiness is only 25, and there is a half empty planet in the same system where the pops are 65% happy. But no one seems to be leaving. There are 3 people, food surplus is 3, and I don't really want more.
 

Syr

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Hm, it may be that you need a planetary administration for them to migrate away (but not migrate to, i think) - I can't check right now since I installed a new HDD which somehow caused the windows MBR to die, and the usual methods of fixing it didnt work so I'm reinstalling it... and in the meanwhile stuck on a slow old computer.

Unfortunately since planet admin needs 5 pops... You can hope some desert pref species migrate there, or you might be able to genemod the pops there, if you have that tech.
 

Voidlord

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You might want to put some armies down on the world, just in case the Mutant Army event fires.

I never allow the equipment to be activated, I always dismantle it. Usually good, you normally get terrestrial sculpting (if you don't have it) or similar...
 

stumason

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Hey, at least you got a 20% habitable world. I did this the other day and it went from a a 60% arid world to a Toxic World, killing billions and rendering the planet uninhabitable for decades until I could terraform it back.
 

Chiron

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Hey, at least you got a 20% habitable world. I did this the other day and it went from a a 60% arid world to a Toxic World, killing billions and rendering the planet uninhabitable for decades until I could terraform it back.

I wiped out an entire planet and couldn't even settle it once it had been terraformed the other day. Those poor colonists... from a slightly cold world to a micro-Venus in 6 months :(
 

The Founder

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So I had a world with 60% habitability. I had the event that gave a chance to restart some very old terraforming equipment. The last time I had this, I ended up with a Gaia world. So I did it and ended up with a 20% habitable desert world.

What do I do now? I have a frontier clinic to raise habitability by 5%. But happiness can't be greater than that, so everyone has joined a faction.

If I create a vassal from the system (the faction's demand), won't the vassal's government have the same problem?
That event is like a box of chocolate - you never know what you get.

Under 40% habitability you should not be able to colonise the planet, resettle pops to the planet and pops should not be able to migrate too it. However migration and resettling can never fully clear a planet.
As the Planet is colonsied and under 20% habitability, Environmental Adaptation might trigger. However that triggers only once per empire and might be slightly bugged (create a species without Portraits). Otherwise basic genetic Engineering could also solve that longterm.

If you got access to T1 Robots you could build one there as "last colonist standing". And later dismantle it.

While a Vassal would have the same issues, you would help him supress the rebellions (wich count as defensive wars too). And on top Environmental Adaptation can trigger once per empire, giving you potentially a free one (just integrate them later).
 

stumason

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Ooh, OP - if you're not afraid of mods, have a look into the ones done by @AlphaAsh - one of his mods (I think it's his anyway - if not, doesn't matter, their awesome mods and you should try them out!) does give you a tech and building to terraform an established colony using special buildings.

It also gives you techs to colonise barren worlds and up their habitable using domes/habitats etc. In many of my games, as much as half my worlds will be airless rocks churning out production like the good forge worlds they are.
 

DukeLeto42

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You might want to put some armies down on the world, just in case the Mutant Army event fires.

I never allow the equipment to be activated, I always dismantle it. Usually good, you normally get terrestrial sculpting (if you don't have it) or similar...

It's a once- off event. There are the "good" outcomes, where the planet is switched to a random type (what this post is about), and you just have to hope it is one your pops like. Then there are the two bad outcomes. One is terraforming to a non- N/O atmosphere, which kills everyone. The other is the "change planet type and immediately spawn mutants" event. If the event has already fired, there's no fear of a mutant attack.

Dismantling is supposed to be a downside due to the negative planet modifier, but yeah, a free tech and no chance of disaster in exchange for one negative planet modifier is nothing.
 

Crissa

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I think it's a bug that colonists actually go to such a planet.

I had that happen in another game... They formed a faction, then won the next election and broke off...

....But they still couldn't breath on the planet so they were in bad shape. Why did they want freedom and why did the new vassal have a different FTL type?

Lowered habitability should lower reproduction and highly encourage depopulating the world. Right now immigrating pops don't seem to notice that they'll hate/starve the new climate.
 

Lothmar

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If you have the policies you could resettle them... Or purge...

Alternatively you could make them a faction and then release them so its 'not your problem' lol.

But yeah, sounds like you'll be robot popping that planet, staffing it with an alternate species that prefer that climate, or Gene modding the colonists there so they are comfortable. The last of these gives you a secondary species for colonizing other planet types without having to use Xenos.
 

ZomgK3tchup

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There are four outcomes to this event, actually.

You have a 25% chance of the planet becoming a non-Alpine, non-Savannah biome that is different than the original, a 25% chance of the planet becoming a non-Alpine, non-Savannah biome that is different than the original plus a mutant attack, a 25% chance of the planet becoming a Gaia world, and a 25% chance of the planet becoming a Toxic world.

The event was not updated to include Alpine and Savannah biomes, so it's impossible to get one of these from the event. Additionally, if your planet was either Alpine or Savannah at the start, the planet will not change if you get the first or the second outcome. You still get the mutant attack, though.
 

BlackUmbrellas

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You got lucky- I turned mine into a Toxic world, wiping out the entire Synth-operated research base there and as a result ceding an important chunk of my territory to an uppity and opportunistic Vassal of mine that I'd been unable to integrate and who was aggressively claiming spots along my borders.
 

WLFobe

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Luckily, this happened within 30 years of game start. While I have no techs that would help (i.e., robots) I am also not emotionally invested in the game start. If it had been later than the second colony, it would be bad.