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khevtol

Corporal
15 Badges
Nov 29, 2016
41
6
  • Magicka
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
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I pretty much ripped out the entire mod and rebuilt it for banks, so I figured it was worth making a thread. I would love any comments, criticism and feedback you guys have!

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Evolving Worlds lets planets specialize and grow organically as you play. Colonized planets will gain modifiers based on what they become known for, and their bonuses will increase over time. Planets might grow into Breadbaskets that feed your empire, Advanced Academies that train skilled leaders and much more!

This mod aim to make midgame a little less boring, and give you more strategic choices during the game. Fight to claim special worlds from other empires, and protect your own. Dump resources into specializing planets manually, or pushing development. We hope you enjoy!

Features
  • World assignment engine gives development points and planet modifiers based on relevant criteria
  • Three stages of development to progress through, with stage 3 worlds giving empire wide benefits.
  • 20 different world varieties, ranging from cultural landmarks to forge worlds
  • Edicts to let you manually specialize planets, push development or remove modifiers.
  • Continuous mod updates with new features, polish and balance tuning
  • Compatible with most other mods
Updates

Latest Update
- 4/23/2017
  • Pretty much rewrote the mod from scratch for 1.5.1 Banks.
Next Update
  • Polish and add better icons, event text and modifier descriptions
  • Add Prision worlds and Robotic Sanctuaries
  • Add sorting criteria for stage 2 and 3 worlds
  • Something else I think is interesting

Steam Workshop Link - http://steamcommunity.com/sharedfiles/filedetails/?id=814693960
 

Swizzlewizzle

First Lieutenant
7 Badges
May 6, 2016
214
49
  • Magicka
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
Very cool mod m8. How does the AI handle it? I guess it sort of grows organically from their vanilla choices? Seems like there needs to be some sort of indicator to the AI when a planet gets switched over to a speciality so that it doesn't just build farms on a research planet for example?
 

khevtol

Corporal
15 Badges
Nov 29, 2016
41
6
  • Magicka
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
If anyone is reading, what are your thoughts on 'meta' techs based on world level? Ideas for techs/traditions incude
  • Having it so its cheaper and/or faster to move your fleets through established worlds
  • Colonies adjacent to established worlds grow faster
  • Fleet cap gets a multiplier based on world level
  • Setting a higher level world as a sector capital yields bonus resources
The general idea is to make empire pseudo-terrain that helps create depth in warfare and gameplay. You have interstellar "highways" and choke points regardless of FTL system, high risk worlds that are priority targets and regions that become important by proximity and location.