BETA IS LIVE: https://steamcommunity.com/sharedfiles/filedetails/?id=1881222777
SOURCE CODE: https://github.com/cbhacking/stellaris_mod_voidrefuge
This is an idea I've had rattling around for a while (ever since I saw the pre-2.3 dev diary outlining the changes to habitats) and there have been a number of requests on the main forum for it as well, so I decided to take a stab at creating a mod that adds a civic which completely overhauls how your empire starts out.
Background idea:
Your home planet was predictably but inexorably devastated (by happenstance or terrible mistake? Who knows) at an Early Space Age tech level. You might have developed FTL in another hundred years, but you didn't have a hundred years to wait. Lacking the ability to build starships or terraform worlds, but with juuuust enough tech to build self-sufficient space stations and all the motivation of an intelligent species facing an existential threat, you built some incredibly primitive habitats and crammed everybody you could onto them. Billions died anyhow, and most areas of technology and society regressed, or at least took an extreme turn toward attempting to survive as a species at all costs. A generations-long primitive genetic engineering + eugenics program, plus the selection effort of surviving the hardships of space, meant your population finally adapted to life in space However, this came at cost of being able to live in planetary environments. Slowly, your population rebounded and social and scientific pursuit eventually overtook your terrestrial ancestors. Space has been your species' only home for generations now, and at last the development of the hyperdrive gives you the ability to explore it. The galaxy awaits!
Properties and requirements:
Balance goals:
Balance questions:
Tradition re-works (Implemented):
The general idea is to replace anything that is planet-specific with something similarly beneficial but habitat-specific, and anything that expects you to find and tame your colonies with something that expects you to tame space instead.
I'll have to go through the tech list and see exactly what-all currently interacts with habitats, and what currently only interacts with planets but should interact with habitats. A few things I'm considering:
Ha! Let's get the mod up and running reasonably sanely for humans first, and then think about enabling it for the AI and seeing how they handle it.
Stretch goals (Not implemented):
SOURCE CODE: https://github.com/cbhacking/stellaris_mod_voidrefuge
This is an idea I've had rattling around for a while (ever since I saw the pre-2.3 dev diary outlining the changes to habitats) and there have been a number of requests on the main forum for it as well, so I decided to take a stab at creating a mod that adds a civic which completely overhauls how your empire starts out.
Background idea:
Your home planet was predictably but inexorably devastated (by happenstance or terrible mistake? Who knows) at an Early Space Age tech level. You might have developed FTL in another hundred years, but you didn't have a hundred years to wait. Lacking the ability to build starships or terraform worlds, but with juuuust enough tech to build self-sufficient space stations and all the motivation of an intelligent species facing an existential threat, you built some incredibly primitive habitats and crammed everybody you could onto them. Billions died anyhow, and most areas of technology and society regressed, or at least took an extreme turn toward attempting to survive as a species at all costs. A generations-long primitive genetic engineering + eugenics program, plus the selection effort of surviving the hardships of space, meant your population finally adapted to life in space However, this came at cost of being able to live in planetary environments. Slowly, your population rebounded and social and scientific pursuit eventually overtook your terrestrial ancestors. Space has been your species' only home for generations now, and at last the development of the hyperdrive gives you the ability to explore it. The galaxy awaits!
Properties and requirements:
- "Origin" civic (cannot be added or removed after game start).
- Incompatible with any other civic that modifies homeworld type, Agrarian Idyll, Mechanist, and maybe Syncretic Evolution
- Start with Habitats and Hydroponics Farming technologies.
- Home system has a normal set of planets but none are habitable at all; one in the habitable zone has had something horrible happen to it.
- Start with three small habitats in your home system, two colonized and all somewhat run down.
- One starting habitat is over an alloy deposit (offsets the alloy consumption of habitat capitals), the other over an energy deposit, food provided by hydroponics and farmers growing food wherever they can throughout the habitat (the capital buildings provide a job that produces some food).
- Start with Habitat preference, giving 100% habitability in habitats but 0% on anything else.
- All planets (except, at present, Gaia worlds, Relic worlds, and Ecumenopoli) have 0% base habitability.
- Compatible with all non-gestalt ethics and standard government types (not megacorps).
- Requires Utopia.
Balance goals:
- Should be balanced against the other civics that cannot be swapped out.
- Should assume an otherwise stock game, changing only what is needed to make the civic work.
- Early pop growth is very good but you quickly run out of space; expanding is horrifically expensive.
- Assume starts will always be pretty "tall"; you're not going to have the alloys and influence to build a lot of outposts in the early game because they're going to your habitats.
- Start with small habitats that are worse than normal, but you can build more right off the bat (and they're cheaper). By mid-game, you will definitely have the best habitats in the game, though not excessively good.
- Can use planets (especially once you have the ability to mod habitability preference, or once you have other species available in your empire) but you'll always be worse at them than other empires.
Balance questions:
Start with size 6 habitats but three of them, or size 8 but only two? Start with a capital station that is bigger than other stations?Start with size 4 habitats (one colonized) and a size 5 habitat as your capital.
- Decreased growth rate to make up growing in two or three places at once from the start?
Or perhaps start with a decreased total number of pops? Both?Reduced starting population makes the economy extremely weak. You'll run out of space soon, though.
Decreased housing usage due to being adapted to close quarters? Perhaps something to unlock?Included in Adaptability tree.
Reduced habitat cost in alloys, because seriously that's a lot for an early-game empire to outlay? Possibly make the reduced cost something you have to unlock?Early game, you build smaller but cheaper habitats that can be expanded over time. Expansion adoption decreases habitat cost.
Make hydroponics farms give +1 housing, becoming basically a poor man's farm district? Perhaps make this something you unlock?Current plan is to allow upgrading hydroponics farms to provide housing and amenities, replacing Pleasure Dome. Not yet implemented.
Make Habitat Administration (tier-1 capitol building) provide +1 "Colonist" job, so it gives two jobs (no unemployment immediately after colonization with Expansion traditions) and a smidgen of food?Implemented, t1 capitals provide a Colonist (the amenities turned out to be at least as vital as the food) and t2 provide a Farmer instead.
Tradition re-works (Implemented):
The general idea is to replace anything that is planet-specific with something similarly beneficial but habitat-specific, and anything that expects you to find and tame your colonies with something that expects you to tame space instead.
- Expansion:
- Replace adoption effect with
10%20% habitat build cost reduction.
Either replace "+1 pops on new colonies" with something that doesn't cause immediate unemployment for habitats, orincrease tier-1 habitat capitol jobs?- Replace the finisher with +1 to habitat max districts.
- Replace adoption effect with
- Domination:
- Replace the adoption effect with something related to mastering the artificial environment,
perhaps -20% maintenance cost on habitat capitals (they require alloys, did you know?)Already lots of stuff reducing this upkeep; went for ability to build habitats on moons and asteroids instead. Should work but currently does not.
- "Imperious Architecture" now gives
+2+1 housing per level of habitat capitol, no effect on any planetary building (mitigates somewhat the lack of housing buildings on habitats).
- Replace the adoption effect with something related to mastering the artificial environment,
- Prosperity:
- +1 clerk job from city districts becomes +1 clerk job from habitation districts (hey, they finally give *some* jobs!)
- +1 housing from city districts becomes +1
housingfarmer from habitation districts. (The hab districts already reach 8 housing but lacked jobs.)
- The finisher... Very hard to hit 100 pops on a habitat even using this civic, so this will basically just be "+1 merchant at 50 pops".
Make the number of merchants not scale butadd 5% trade value bonus (which makes more sense in Prosperity than Diplomacy anyhow).
- Harmony left as-is.
- Supremacy left as-is.
- Diplomacy replaced with Adaptability. It could be just left as-is, since - just like Life-Seeded - empires using this will generally want to be diplomatic so they can put somebody else's species on planets. Overall, though, I think Adaptability is a better fit.
- Adaptability:
Possibly make the free building slot only apply to habitats?No clear way to do this.
- Replace the finisher with the one from Versatility (50% refund for demolishing/replacing buildings/districts), perhaps? It's not great but I'm not sure what works better.
- Discovery left as-is.
- Replace "Mastery of Nature" and "Voidborne" with "Mastery of the Void".
- Some small passive effect, like
reduced Habitat build time, slightly increased habitability, reduced habitat maintenance, or similar.Same as Voidborne, but half as strong.
- "Mastery of the Void" colony decision works
justlike "Mastery of Nature" decision, (+2+1 max districts) except it only works on habitats, has an alloy cost, and is repeatable as you gain technology. Possiblyrequire having another perk unlocked first,orand some level of technology (Star Fortress)?
- (Might seem like this perk becomes near-mandatory, but it should merely be a common pick that you don't strictly need; the cost on the decision is high enough that you still won't benefit from it that early or use it that often.)
- Some small passive effect, like
- Remove "World Shaper" and "Arcology Project".
- "Master Builders" available if you took "Mastery of the Void" (instead of "Voidborne") and meet the other requirements.
I'll have to go through the tech list and see exactly what-all currently interacts with habitats, and what currently only interacts with planets but should interact with habitats. A few things I'm considering:
- Give habitats a third capitol building level, probably unlocking at 40 pops. Just adds a few more housing (probably +3), amenities (probably +3), an extra ruler-tier job (defaults to Administrator but may depend on admin-replacing civics), and an extra enforcer. Possibly unlocks with the technology that unlocks fourth-tier planetary capitols. Might be required for top-tier cultural buildings.
- Reduce draw weights for a lot of planet-related techs, like terraforming and blocker removal.
- Possibly increase weights for some techs that are especially interesting to habitat-dwellers (possibly rare resource techs and building-upgrade techs, and space construction techs in general).
- Consider changing or adding a tech to make hydroponics farms get +1 housing, making them sort of like a bad farming district.
- "Idyllic Architecture" unlocks an upgrade from Hydroponics Farm to "Orbital Paradise", which is a new building that still provides two farmer jobs but adds some housing (probably +3) and amenities (probably +5), essentially turning them into a Luxury Housing (at a Paradise Dome-like upkeep) plus farming jobs. Might remove Paradise Domes, though.
Ha! Let's get the mod up and running reasonably sanely for humans first, and then think about enabling it for the AI and seeing how they handle it.
Stretch goals (Not implemented):
- Hive Mind support. The whole "sacrifice many for the sake of the whole" thing in the background is very Hive Mind, and (unlike machine empires) the habitability impacts play out really interestingly for hive minds. You can't even use other species' pops until you complete the ascension path and assimilate them. On the other hand, you get housing buildings on habitats.
- Flavor events that fire after game start (perhaps a sublight colony ship similar to the human offshoot empire, perhaps a secessionist colony that snuck away with the first FTL prototypes and has been trying - but not really succeeding - to make it on its own in a new system, perhaps something else).
- AI support. In theory the AI knows how to handle habitability and habitats already, but by default I expect naively handing the AI an empire with this civic would go *very* badly.
- Megacorp support. The whole "be super tall" thing is right up a megacorp's alley, and the backstory can be adjusted slightly such that it was some wealthy space industry/tourism/construction/whatever corporation that built and ran the first primitive self-sufficient habitats, and ended up assuming the governing role.
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