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primem0ver

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Oops I am a little late.

Here is the breakdown if we were to include balanced.

Food: Tropical, Ocean
Energy: Desert (Natural energy sources), Savannah (Fossil Fuels)
Minerals: Arid, Tundra
Balanced: Continental, Arctic, Alpine

All breakdowns below assume we use the approach above for the basic 3 regular resources:

If we wanted to separate research types from the above sources (which is probably more realistic), this is what I would recommend:
Society: Tropical, Ocean, Savannah,
Physics: Desert, Arctic, Alpine
Engineering: Continentl, Arid, Tundra

If we wanted to use a more "balanced options" (but slightly less realistic) approached to research:
Society: Tropical, Savannah, Continental
Physics: Desert, Arid, Arctic
Engineering: Tundra, Alpine, Ocean
 

primem0ver

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Another question for everyone...

Along with the "large" habitable planets, there should be large uninhabitable planets (toxic, hot greenhouse, cold greenhouse, water world). If we want to be able to terraform the larger varieties of these (toxic and cold greenhouse only), then we would need to include "large" versions for these as well. Otherwise I can just change their size range. I could also add "larger" versions of all terrestrial planets (which would include hot greenhouse and water world). Interestingly enough, we have already discovered a high mass water world (in case you didn't watch the video).

As for naming... we could also use "colossal" or "high mass" in front of the type. Let me know what you think.
 

ZomgK3tchup

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I'm not sure about the resource placement. A balanced option would be best, otherwise one planet type becomes the "optimal" one for gameplay. On the other hand, this is a realism mod.

Along with the "large" habitable planets, there should be large uninhabitable planets (toxic, hot greenhouse, cold greenhouse, water world). If we want to be able to terraform the larger varieties of these (toxic and cold greenhouse only), then we would need to include "large" versions for these as well. Otherwise I can just change their size range. I could also add "larger" versions of all terrestrial planets (which would include hot greenhouse and water world). Interestingly enough, we have already discovered a high mass water world (in case you didn't watch the video).
Seems like a good idea. Would it be possible to make terraforming more expensive for larger worlds?
 

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I'm not sure about the resource placement. A balanced option would be best, otherwise one planet type becomes the "optimal" one for gameplay. On the other hand, this is a realism mod.
Well the whole reason I bring this up at all is that is the way 1.8 works now. 1.8 is putting higher amounts of specific resources on different planets. For example, tropical, savannah, and ocean worlds (in the vanilla gave version 1.8) now have a higher chance of having tiles with food and society research than other resources. I don't think the way they have divided things up is entirely realistic. So I am wondering what other people think of this entire concept. Personally I am ok with the idea but I am inclined to shuffle things up a bit more than they do (where research resources aren't always found with the same regular resourrce) AND I think some balanced planet types are also realistic. Right now I am leaning toward 3 balanced planets and two unbalanced planets for each basic type of main resource.

For research resources, I am not inclined to balance things as much. In fact, with this particular mod, it might be a good idea to emphasize society on all habitable planet types because physics and engineering are far more likely to appear on orbital tiles. My games with this mod have all been shy of society research. This is consistent with reality too since society doesn't exist on inhospitable planets (duh!). Currently the only worlds that get society bonuses on their orbital tile are worlds that are likely to have microbial life or provide chemicals or unusual insights to society research.

Seems like a good idea. Would it be possible to make terraforming more expensive for larger worlds?
Of course. My utility that calculates the cost and creates all the terraforming links already bases its calculation on average sizes of worlds.
 

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Big Changes Coming

EDIT: For additional changes see:
This post

I listed a few significant changes on Steam that were going to appear in the next update; not only the addition of new planets but some changes to modifiers and the way modifiers are assigned. In the process of making the changes I had planned, I realized there was a whole category of significant modifiers missing from the game... based on the tilt of a habitable (or terraformable) planet. This will affect modifiers in a significant way; especially since tilt modifiers will be fairly common. Therefore I am having to redo how modifiers work; mostly from the ground up. This will likely delay the release some (I am guessing an additional week). If you have any strong opinions about these changes, feel free to comment.

Seasons and Modifiers

Season Type Modifiers (all new).

You will be shown a dialog at the beginning of the game that allows you to pick the season type for your home world. It should be apparent that season type obviously affects growing season length so worlds with 2 and no seasons will get food production bonuses, and extreme seasons will get a food production reduction). The AI will also pick its season type based on a mix of random chance, and any food or migration settings it has.
  • Unseasonal (very low tilt angle between 0 and 8 degrees)
  • 2 Seasons (low tilt angle between 9 and 18 degrees)
  • (4 seasons - not truly a modifier but it will appear as such.... this is the "normal" setting. Tilt angle between 19 and 28 degrees)
  • Extreme Seasons (medium tilt angle between 29 and 50 degrees)
Currently Unsupported Season Types
The following season types are not supported by the game because tilt is not something that can be implemented as part of the graphics and it would call for new planet types (due to the fact that these planet types would not have ordinary pole types).
  • Devastating seasons (high tilt angle between 51 and 70 degrees)
  • Equatorial Fringe (planet is on its side, between 71 and 90 degrees, and poles are pointed at/away from the sun during half of its year)
Season Based Modifiers
Season based modifiers can happen anyway because there are more than one cause of these modifiers. However, specific season types are closely associated with these modifiers so season types closer to this particular modifier will increase odds of it occurring.
  • ice age (new, unseasonal, this modifier will actually change a planet type at the beginning of the game if certain criteria are met. If the climate is changed, then the modifier will be removed. If not, the modifier will remain).
  • wild storms (extreme seasons)
  • hazardous weather (extreme seasons)

Non-Seasonal Modifiers

Close Orbit Modifiers

The odds of occurrence of these types of modifiers are only affected by proximity to the body being orbited and the mass of the orbiting body. Therefore they can only happen at certain locations within a planetary system. You will no longer see the tidal lock modifier in places it could not happen.
  • Tidal lock
  • Extreme tides (new)
  • Slow rotation (new)
Mass/Size based modifiers
These modifiers are based primarily on the size of a planetary/moon body. Mass is not always determined by size. However, size is a significant factor. The larger the body, the greater the chance of having a high gravity modifier. The smaller the body, the greater the chance of having a low gravity modifier. Colossal/high mass planets will always have a high gravity modifier. Barren planets will always have a low gravity modifier.
  • Ultra high gravity (new)
  • High gravity
  • Low gravity
  • Ultra low gravity (new)
  • Strong magnetic field
  • Weak magnetic field
  • No magnetic field (new)
  • Thick Atmosphere/High atmospheric pressure (new)
  • Squat plant life (new)
Location Based Modifiers
These modifiers are limited and based on the location of the star
  • Vibrant nights (new, stars located in a nebula)
  • Diverse nights (new, stars located in galactic rim)
  • Asteroid impact (random, but higher chance close to asteroid fields)
Habitability/World type based modifiers
These modifiers are rare and generally show up on planets with certain types of environments, though they can happen anywhere. The closer they are to the "normal" environment for these, the higher the odds of their occurrence.
  • thriving extremophiles (new, found generally on uninhabitable, but terraform-able planets)
  • budding life (new, can be found on the 5 earth-like greenhouse worlds and their larger, high mass cousins)
  • fossilized microbes (new, found on fringe worlds).
  • abundant extremophiles (new, prefer extreme temperature dry planets and tectonically active planets)
  • extreme biodiversity (new, prefer ocean planets)
  • hearty organisms (new, prefer arid planets)
  • gaia organism (new, prefer extreme temperature wet environments)
Random modifiers
  • all remaining vanilla modifiers
  • ice age (new, not based on tilt, see notes above)
  • global warming
  • violent storms (not based on tilt)
  • retrograde motion (new)
  • slow rotation (new, random occurrence not based on proximity/gravity)
  • fast rotation (new)
  • sloped orbit (new)
  • eccentric orbit (new)
  • frequent magnetic storms (new)
  • extensive auroras (new)
  • asteroid extinction event (new)*
  • tectonic extinction event (new)*
  • global warming (this modifier will actually change a planet type at the beginning of the game if certain criteria are met. If the climate is changed, then the modifier will be removed. If not, the modifier will remain).
Starred items above will also be modifiers that can happen as a result of random events.

EDIT: Random modifiers will be applied based on the system used by the original game. The other modifiers will be applied by scripts. Overall, expect planet modifiers to be much more common. After all, this is consistent with reality. The "perfect" planet is both relative and rare. Every planet will at the very least, have a seasonal "modifier" (icon letting you know what types of seasons the planet has).
 
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ZomgK3tchup

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All of those sound like fantastic additions. Will some of them be changeable with terraforming and/or technology? Also, is it safe to assume that a lot of these modifiers will come with decreased habitability and some science bonuses?
 

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FYI, the new planet type additions have been completed (all 27 of them). I am new to adding modifiers so there is a bit of a learning curve (because the graphics are round and more difficult to do correctly). I think I have it down now though.

All of those sound like fantastic additions. Will some of them be changeable with terraforming and/or technology? Also, is it safe to assume that a lot of these modifiers will come with decreased habitability and some science bonuses?
Yup! You've got it (among other things). Some will be positive modifiers but many of them will be negative.
 

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@ZomgK3tchup
I have given some thought to your first question. To me, the only modifiers I can see being relieved by technology would be the gravity ones and perhaps violent storms. Building a planet wide system for counteracting gravity though sounds horrendously expensive (though not any more expensive than a ringworld lol)... so I am not so sure. Perhaps an end game tech or an ascension perk. Let me know what you think.
 

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@ZomgK3tchup
I have given some thought to your first question. To me, the only modifiers I can see being relieved by technology would be the gravity ones and perhaps violent storms. Building a planet wide system for counteracting gravity though sounds horrendously expensive (though not any more expensive than a ringworld lol)... so I am not so sure. Perhaps an end game tech or an ascension perk. Let me know what you think.
I would make it possible but only with some serious investment and technology.

The simplest and probably most interesting solution would be a building that increases habitability and can trigger an event that removes negative modifiers. This building would be tied behind a late-game technology that requires other terraforming technologies to spawn, or if the player doesn't want to wait until late-game, would be unlockable with either Mastery of Nature or World Shaper.
 

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I am adding a new, third modifier that can be removed with a early-mid game technology based building: frequent wildfires. As a counterpoint I am also adding rich soil. (Yes... I know that ultimately wildfires help increase soil richness but by the time we get to the technologies involved with moving to space, I am assuming that the main thing they are is a nuisance since they can devastate harvests if they come too close to civilization.
 

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In case anyone is interested, I plan on making the probability of particular season types as follows (in percent):

No Seasons: 25
Two Seasons: 30
Four Seasons: 35
Extreme Seasons: 10

EDIT. I may increase extreme seasons to 15% and mak e some adjustments to numbers above.
 
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NEW CONCEPT: PLANETARY PROJECTS

While I was implementing changes to modifiers today (specifically the bleak modifier), I came up with an interesting new idea. The "planetary project". This is sort of a cross between the "projects" that appear on the situation log/report and building a building. Feel free to contribute ideas or feedback (such as if you don't like the idea) to this new concept.

The point of a planetary project is to implement a planet wide effort to get something accomplished (that ultimately doesn't require a specific tile because in reality it isn't a building). Currently this will be used exclusively to get rid of a modifier. However, I may find more uses for it in the future. Perhaps for things like "infrastructure." All projects will appear in the "building" list for a tile if the planet has a specific modifier. The building will not be permanent. Instead, as soon as it is built, it will be removed from the tile.

I will come up with a list of planetary projects as I find a need for them. The only one on the list so far is:
Planetary Project: Enrich Ecosystem. This will cost seedlife and get rid of the bleak modifier.
 
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For the sake of getting the following modifiers associated with the correct tilt type, I am curious how people define them:

Hazardous Weather
Wild Storms

These two concepts are so unclear and interchangeable that I need to clarify their definitions before I will know how best to implement them (and associate them with specific season types). Perhaps I should change them (their names/ideas) to make the division between them more obvious.

Which category above do you feel the following things would go under?
Hurricanes
Tropical storms
Sand storms
Tornadoes
Blizzards
Sleet
Hail storms
Intense/drought causing heat
 

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Wild Storms seems to be hurricanes, tropical storms, blizzards, sleet, and hailstorms whereas Hazardous Weather is everything else. The distinction is kinda unclear, and tbh, I'm not sure why Paradox made them separate modifiers.
 

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Wild Storms seems to be hurricanes, tropical storms, blizzards, sleet, and hailstorms whereas Hazardous Weather is everything else. The distinction is kinda unclear, and tbh, I'm not sure why Paradox made them separate modifiers.
I believe there is a reason to have two modifiers for weather but certainly not the way Paradox did it. Let me explain.

My choice for each would be somewhat similar to yours though there would be a few differences. The biggest driving force behind wind is difference in temperature and pressure. The bigger the difference, the stronger the winds.

In a situation where there is a drastic tilt to a planet, the season changes would be dramatic. Locations of hot and cold would shift very widely. This would produce large changes in locations of hot and cold, which would make winds more universal. For this reason, storms would be more wide-spread but they may not be as drastic since this wide fluctuation in temperature location would narrow the overall temperature range of the planet.This would mean that weather that requires large differences in temperature (such as tornadoes) would likely be less common on planets with a high tilt. In addition, hurricanes would also be more drastic on worlds with a low tilt angle but at the same time, they would also be confined to a much smaller area. It would be easier to avoid them. The bottom line for low tilt worlds would be they have the more extreme storms but they would be predictably localized to specific regions that would rarely change (With a 0 degree tilt, hurricane season would bring strong storms year around for a narrow band at the equator).

High tilt angle on the other hand would have stronger global winds but less extreme maximums and minimums, especially on a local level. The storms would be more wide spread but not as violent.
 

primem0ver

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STUFF LEFT TO DO for next update:

Sorry folks. I am going to have to delay another week (max) for the next release. I am coming close to being done but I still have to add a lot of new text and I have't yet had any time to make sure everything works. That usually takes several hours to get rid of little errors and bugs. Here is my list of things that have yet to be done. I will update their status as the week goes by. Most things won't take long... some will. They are rated by size of the task and are in the order of priority (for the most part).
  • Add technologies BIG DONE
  • Add new deposits DONE
  • Add resource placement code for new planets (and modifying some issues with old code) MEDIUM DONE
  • Add new pc_greenhouse_dry world SMALL DONE
  • Add anomalies/projects for silicate stuff DONE
  • Add new climate types so that climates are correctly reported SMALL DONE
  • Update texts BIG DONE
  • Debug BIG DONE
  • Test SMALL to MEDIUM

EDIT: Whats been done so far:
  • Update for 1.8 compatibility
  • New Modifier Engine for non-random modifiers
  • New Planetary Project Engine
  • 30 new planet types (2 new mass categories and a few extra)
  • 31 new modifiers, including the new season type modifiers
  • 6 debut Planetary Projects
  • 5 new strategic resources
  • 10 new technologies
  • 2 new buildings (on top of planetary projects)
  • 2 new anomaly types
  • 2 new special projects
  • 5 new tile blockers
  • several minor changes/fixes to previous issues
 
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UPATE ON PLANETARY PROJECTS:
The planetary projects mechanism is in place and the following planetary projects have been added. This is not a complete list of my plans for getting rid of modifiers/planetary projects but it covers the more practical ones that will be included in this update. Some of the ones I have planned I haven't yet decided if they will be actual buildings or projects. So they will not be part of the current update.
  • Enrich Ecosystem (gets rid of Bleak modifier)
  • Aphrodisiac Removal (gets rid of Atmospheric Aphrodisiac)
  • Hallucinogenic Removal (gets rid of Atmospheric Hallucingen when normal projects don't)
  • Heat Relief (gets rid of Global Warming modifier)
  • Insulate Atmosphere (gets rid of Ice Age modifier)
  • Atmospheric Transplant (gets rid of BRAND NEW High Pressure/Thick Atmosphere modifier and adds removed gases to empire reservoir; basically gives you nitrogen and a small amount of oxygen per turn active)

IMPORTANT NOTES ABOUT PLANETARY PROJECTS:
  • A planetary project is a temporary building that represents a planet wide effort to get something accomplished; usually it involves getting rid of or (in the future) adding a modifier to a planet
  • IMPORTANT: Planetary projects have a base cost AND a significant resource cost every month that it takes to complete the project. For some projects the price is quite steep, so be careful.
  • Planetary projects also take a considerable amount of time (currently all take 5 years) so keep that in mind as well.
  • Starting a planetary project puts the building in place after only one day. The "upgrade" is automatically queued (at the end of the current building queue for the planet) once the building is in place. The upgrade represents the project actually being done.
  • Once the "upgrade" is complete, the project is completed. The building will disappear and goal of the project will be accomplished (such as a planet modifier being removed).
  • The tile will then be free for regular use.
  • VERY IMPORTANT: I highly recommend that you DO NOT put buildings/tile removals in the building queue after the project has been queued. This will cause you to spend resources for the project while it is not being worked on, until the queue is gone.

EDIT: If you want to have a say about future projects/buildings to get rid of modifiers, I will listen to your feedback on the following:
  • Gravity modifiers (Project or building?)
  • Magnetic field modifiers (Project or building?)
  • Weather control modfifiers (Project, building, or space station module?)
 
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primem0ver

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Ok everyone, I want your opinion. I added a few new strategic resources to kind of balance the types that are available. One of them I added, as kind of a joke, to poke light fun of an existing strategic resource, with a serious side as well. The in-game pictures related to discovering this and a related resource are somewhat humorous (silly). I am wondering if that is a bad idea for a mod that is "realism" focused.

EDIT: FYI I have added a list of currently done new features to the "Left to do" post above.
 
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VERY IMPORTANT: I highly recommend that you DO NOT put buildings/tile removals in the building queue after the project has been queued. This will cause you to spend resources for the project while it is not being worked on, until the queue is gone.
What stops the AI from doing exactly this?

The easiest way to do this that wouldn't screw over the AI would be to make whatever the building is a permanent science building that triggers an event and/or special project for clearing negative modifiers. For example, something like the "Atmospheric Regulatory Complex" or something similarly cool sounding that adds some science bonuses and maybe a habitability bonus. That building creates a special project on completion for removal of negative modifiers.

EDIT: If you want to have a say about future projects/buildings to get rid of modifiers, I will listen to your feedback on the following:
  • Gravity modifiers (Project or building?)
  • Magnetic field modifiers (Project or building?)
  • Weather control modfifiers (Project, building, or space station module?)
How would these work scientifically?

I'm a little wary of the the idea of using space station modules since there are a lot fewer module spaces than there are planet tiles. I'd prefer buildings myself, especially if the buildings were also alternatives to the regular science buildings.

Ok everyone, I want your opinion. I added a few new strategic resources to kind of balance the types that are available. One of them I added, as kind of a joke, to poke light fun of an existing strategic resource, with a serious side as well. The in-game pictures related to discovering this and a related resource are somewhat humorous (silly). I am wondering if that is a bad idea for a mod that is "realism" focused.
What's it called?

I'd prefer realism, but Stellaris is already full of memes, so I'm sure one more wouldn't hurt.