Just came back to playing stellaris after a year, now I can't tomb world planets anymore?

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HorseproofBacon

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I'm sure I remembered that if I set my fleet to armagheddon stance and bombed planets to oblivion that they would be turned into a tomb world but now every single planet I've done this too just defaulted to whatever they were before after the population was annihilated, thus making the tomb world perk worthless.

Is there some new way to make a planet a tomb world now or is something wrong?
 

Mastikator

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SeekingEtermity

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Yes I am. When you say "it worked in 2.2 and 2.3" are you saying it's now bugged out?
I haven't tried this since 2.2, but it definitely worked then (of course, back then there was also a bug that Post-Apoc gave you Tomb World Habitability, which is OP as heck). It's still supposed to be what happens if you run Armageddon long enough.

My best guess at what's happening:
To tombify a world, you need to make Planetary Devastation hit 100%. This doesn't take long with Armageddon bombardment, but Armageddon will also indiscriminately kill pops. If you bombard a low-population world, you might kill all the pops before getting to 100% Devastation. After that, there's no longer a colony to bombard. You're not allowed to bombard uninhabited worlds (even though, in game terms, this could apparently make them more habitable...) so the bombardment stops before the planet class changes.

Try a colony that was established a reasonable time ago and has meaningful population.
 

Mastikator

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Yes I am. When you say "it worked in 2.2 and 2.3" are you saying it's now bugged out?
Can't speak for 2.4 but in 2.2 I was able to Armageddon bomb every single enemy planet into tomb world status, if that is no longer the case then it's a new bug
 

Spaceception

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In 2.3 recently, I was able to get to 100% for a while, but all the pops died before I could tomb it. I don't know if that was due to me attempting it in the early game with small fleets though.
 
Last edited:

HorseproofBacon

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I haven't tried this since 2.2, but it definitely worked then (of course, back then there was also a bug that Post-Apoc gave you Tomb World Habitability, which is OP as heck). It's still supposed to be what happens if you run Armageddon long enough.

My best guess at what's happening:
To tombify a world, you need to make Planetary Devastation hit 100%. This doesn't take long with Armageddon bombardment, but Armageddon will also indiscriminately kill pops. If you bombard a low-population world, you might kill all the pops before getting to 100% Devastation. After that, there's no longer a colony to bombard. You're not allowed to bombard uninhabited worlds (even though, in game terms, this could apparently make them more habitable...) so the bombardment stops before the planet class changes.

Try a colony that was established a reasonable time ago and has meaningful population.


This would be fine for me to just simply re-colonize the planet which is what I used to do, but now EVERY planet I bomb to 100% devastation just defaults to whatever it was before. I don't even see the notification that the planet has been destroyed, I have to check manually to see if they finished or not. This didn't use to be a problem.

Well that sucks if it is a bug. This was my preferred way of taking over enemy planets. Sure it was slower than simply raiding them, but it was more fun for me.
 
Last edited:

Methone

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In 2.3 recently, I was able to get to 100% for a while, but all the pops died before I could tomb it. I don't know if that was due to me attempting it in the early game with small fleets though.
But isn't it supposed to get tombed because all the pops died?
 

Defiler99

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Yeah, currently killing the last pop on a planet with bombardment no longer creates a Tomb World.
I'm assuming it's a bug, but it's certainly convenient for the non-Post-Apocalyptic empires.
 

Zagreb 887

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It's not realy a solution, but if you dont care about achievement, you still can use this command when you have crushed those disgusting xeno into oblivion ( when you hit 100% dévastation or kill the last pop )

Open the console, select the planet and enter "planet_class pc_nuked" and you will get your beautiful tombworld. Hail to the Worm ;)
 

Shadowstrike

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Thinking about this a bit, tomb world habitability is really weird. If you nuke the heck out of a world, your species can inhabit it; but it wasn't inhabitable before it was nuked into oblivion? That makes no sense.

If anything, what would make more sense would be if "tomb world" is a modifier on top of a normal habitable world type, with -100% habitability for all species, and the "tomb world habitability" trait allowed you to ignore that -100% modifier. This way, if your species has arctic-habitability, and tomb-world habitability, it would only have good habitability on arctic worlds with the tomb world modifier, whereas it would still have the normal 20% habitability for, say, desert worlds.
 

SeekingEtermity

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Thinking about this a bit, tomb world habitability is really weird. If you nuke the heck out of a world, your species can inhabit it; but it wasn't inhabitable before it was nuked into oblivion? That makes no sense.

If anything, what would make more sense would be if "tomb world" is a modifier on top of a normal habitable world type, with -100% habitability for all species, and the "tomb world habitability" trait allowed you to ignore that -100% modifier. This way, if your species has arctic-habitability, and tomb-world habitability, it would only have good habitability on arctic worlds with the tomb world modifier, whereas it would still have the normal 20% habitability for, say, desert worlds.
Oh, planet class is weird in a lot more ways than that (though that's certainly one of them!). Relic worlds have the same habitability for all species, regardless of whether they're adapted to heat or cold. Gaia worlds are perfect for everybody, including species adapted only to life in, say, Habitats (but also again to both the cold-adapted and hot-adapted). "Habitat" is a planet class (so are both the habitable and uninhabitable parts of ring worlds, and for that matter stars).

If habitability actually made sense, it would work very differently from how it does. You'd have essentially "bands" of different climactic ranges on each planet, with the equatorial regions being hotter and the poles colder... but the poles on some planets would be so cold that basically nothing could live there, and on other planets they'd be the only place almost anything could live. This would affect the usable space for any given species on the planet. Similarly, oceanic-adapted life and, say, jungle-adapted life should differ by a heck of a lot more than 20% in how ideal a given planet is for them, because there's a lot more than goes into habitability than temperature. Gravity is also weird. Both "Low Gravity" and "High Gravity" modifiers cause reduced habitability for everybody, even though "low" and "high" are relative terms and some species will absolutely be adapted for lower or higher gravity than humans. Also, although planet size does influence the weight for those modifiers to appear, it's nowhere near strong enough; the composition of rocky planets doesn't vary that much (at least based on the ones we've studied so far), and even a slight increase in volume means more pressure and therefore probably higher density, so anything significantly large or smaller than Earth is almost guaranteed to be meaningfully higher or lower gravity.
 

schedim

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If habitability actually made sense, it would work very differently from how it does. You'd have essentially "bands" of different climactic ranges on each planet, with the equatorial regions being hotter and the poles colder... but the poles on some planets would be so cold that basically nothing could live there, and on other planets they'd be the only place almost anything could live. This would affect the usable space for any given species on the planet. Similarly, oceanic-adapted life and, say, jungle-adapted life should differ by a heck of a lot more than 20% in how ideal a given planet is for them, because there's a lot more than goes into habitability than temperature. Gravity is also weird. Both "Low Gravity" and "High Gravity" modifiers cause reduced habitability for everybody, even though "low" and "high" are relative terms and some species will absolutely be adapted for lower or higher gravity than humans. Also, although planet size does influence the weight for those modifiers to appear, it's nowhere near strong enough; the composition of rocky planets doesn't vary that much (at least based on the ones we've studied so far), and even a slight increase in volume means more pressure and therefore probably higher density, so anything significantly large or smaller than Earth is almost guaranteed to be meaningfully higher or lower gravity.

This is a old sore point for me, but Wiz put his foot down hard on this back in the days, Stellaris will always have the SPace Opera thrope of one biome world ... OTH I think the new planet view may open up for a new habitability system.....
 

SeekingEtermity

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This is a old sore point for me, but Wiz put his foot down hard on this back in the days, Stellaris will always have the SPace Opera thrope of one biome world ... OTH I think the new planet view may open up for a new habitability system.....
Lame, but I guess it makes sense as an acceptable break from reality for the sake of simplification. The old tiles system actually seems like it could have easily handled this, while the new system (which provides no input on where, physically, anything on the planet is) would take some hacking to make it work. We can hope, though.
 

schedim

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Lame, but I guess it makes sense as an acceptable break from reality for the sake of simplification. The old tiles system actually seems like it could have easily handled this, while the new system (which provides no input on where, physically, anything on the planet is) would take some hacking to make it work. We can hope, though.
If the habitability could be tied to the planetary features (making species having various features as origin habitats instead of whole planets ) cross-referenced with some atmo-facts (humidity, gases etc) and gravity (planet size and density) and some random factors (exotic traits) would make a lot more sense.
It wouldn't be difficult to hack the code, but perhaps a bit difficult to balance....