Make Hive-World Terraforming not remove event features

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Gui10

First Lieutenant
55 Badges
Jun 30, 2018
226
347
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris
  • Stellaris: Necroids
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
I don't understand why terraforming a planet into a Hive-World removes all of the event/special features, as many of them (interdimentional portal, Zone A, mutation vats, etc.) are implied to occupy very small amounts of the surface (as they do not reduce the max number of districts on the planet). It is just a minor complaint (as it took me by surprise the first time), but it is something that bothers me a bit, even if I do understand why other features/modifiers (the hyper-fertile valley, the Nemas[although assimilating them into the Hive too would be interesting], etc.) might dissappear if the planet is terraformed).
 
  • 4Like
  • 1
Reactions:

GhostDanny

Colonel
27 Badges
Mar 1, 2021
1.131
782
  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: Warband
  • Cities: Skylines Deluxe Edition
Yeah, it would make sense the Hive would try to preserve something interesting it can research or use.

Same would also apply to machines intelligences and machine worlds.
A slight irregularity in an other wise streamlined machine world for all the benefits of that feature?
Seems a logical step a machine intelligence would do.
 
  • 2Like
Reactions:

cryptkeeper

Sergeant
36 Badges
Sep 26, 2019
73
145
  • Cities: Skylines Industries
  • Surviving Mars
  • Crusader Kings II
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Magicka
I think Gaia worlds should not remove features either so you could have all 3 be the best picks for special planets and events. I find that I don't go through the effort of getting a ascension just to make Gaia worlds.
 
  • 1Like
Reactions:

IHydraxI

Private
17 Badges
Mar 6, 2023
14
14
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
Yeah I completely agree. Terraforming removing your features is a slap in the face but I suppose they compensate with their own random Terraforming events... How about both : ) It's not like they're THAT powerful.
 
  • 1
Reactions:

HFY

Field Marshal
28 Badges
May 15, 2016
8.552
19.950
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
Yeah, let me keep most of the interesting features.

Heck, Gaia-forming removing BLOCKERS can be a penalty if I'm playing Environmentalist.
 
  • 1
Reactions:

Abdulijubjub

General
22 Badges
Jun 14, 2021
1.738
4.621
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities in Motion 2
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • The Showdown Effect
  • Magicka
Yeah, let me keep most of the interesting features.

Heck, Gaia-forming removing BLOCKERS can be a penalty if I'm playing Environmentalist.
Blockers could be so much more interesting. Leaving blockers on a Gaia when you terraform could transform them into much friendlier ones (ex. Impassible Mountains, -2 districts -> Majestic Peaks, -2 districts, +10 unity, or +food for kelp/forests/etc.). It would make Environmentalist and World Shaper stronger.

And you could give Detox the same treatment. The blockers, right now, just have nasty negatives. Why can't they all be "Noxious Fumes, -10% habitability, +2 max gas extractors", "Spewing Volcano, -5 max districts, -20% metallurgist upkeep", or similar? It would go a long way toward Detox being not-awful, and it would fit the theme of tanking your habitability to get industrial output.

Bonus points if you combine the two to make Detox+Worldshaper produce superworlds with powerful features.
 
  • 4Like
  • 2
Reactions:

cryptkeeper

Sergeant
36 Badges
Sep 26, 2019
73
145
  • Cities: Skylines Industries
  • Surviving Mars
  • Crusader Kings II
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Magicka
Blockers could be so much more interesting. Leaving blockers on a Gaia when you terraform could transform them into much friendlier ones (ex. Impassible Mountains, -2 districts -> Majestic Peaks, -2 districts, +10 unity, or +food for kelp/forests/etc.). It would make Environmentalist and World Shaper stronger.

And you could give Detox the same treatment. The blockers, right now, just have nasty negatives. Why can't they all be "Noxious Fumes, -10% habitability, +2 max gas extractors", "Spewing Volcano, -5 max districts, -20% metallurgist upkeep", or similar? It would go a long way toward Detox being not-awful, and it would fit the theme of tanking your habitability to get industrial output.

Bonus points if you combine the two to make Detox+Worldshaper produce superworlds with powerful features.
Honestly detox's problem is theses world need much higher chance for strategic resources and even a slight increase in chance for the special resources.
For how expensive they are to colonize, they need equally lucrative return. I would also just appreciate some unique planetary features that enhance your empire after you clear the bad ones. I do think though having the bad ones give benefits as well as negative is a interesting way of doing it as well.
 
  • 1
Reactions: