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Hello everyone and welcome to another Stellaris development diary. Now that the 1.7.2 update is out, we can officially start talking about the next update, which has been named 1.8 'Čapek'. This update will include the reworked AI crisis and other changes to crises outlined in Dev Diary #72. More information will be forthcoming in future dev diaries on the exact nature and release date of 1.8, but for today we'll be going over some changes and improvements to Habitability and Terraforming coming in 1.8.

Habitability Changes
Ever since the changes to the habitable planet classes and habitability back in Heinlein we have continued to discuss habitability, and in particular, the frequency of habitable worlds in the galaxy. A general feeling among the designers has been that habitable planets are too common and do not feel special enough, but that reducing the base number of habitable worlds wasn't really feasible while most empires only had access to colonizing a third of them at the start. We also felt that the sheer abundance of habitable worlds that become available to you when you do achieve the ability to colonize/terraform other climate types also meant that there is little pressure to expand your borders - not when you can triple your planet count simply by utilizing the planets already inside your borders.

For this reason we've decided to make a number of fundamental changes to habitability. First of all, the habitability at which Pops can live on a planet was reduced from 40% to 20%, meaning that by default, most species will be able to colonize most habitable worlds in the galaxy from the very start. We have also changed the actual effects of habitability: Rather than acting as a cap on happiness, it now acts as a modifier on it (in addition to affecting growth, as before), with each 10 points of habitability below 100% reducing happiness by 2.5% (so at the base 20% habitability, a Pop would get -20% to their happiness). This means that while low-habitability planets are possible to colonize, it may not be a good idea to do so unless you have ways to compensate for the negative effects of low habitability.
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With these changes, we have cut the base number of habitable worlds in the galaxy in half. For those that prefer to play with more (or even fewer!) habitable worlds, there is of course the habitable worlds slider in galaxy setup as before. Overall, the changes should result in habitable worlds and terraforming candidates feeling like more significant finds in the early game, and contribute to mid and late game friction as empires run out of worlds to colonize inside their borders.


Planetary Deposits
Along with the change to habitability, we have also changed the way resource deposits are generated on habitable worlds. Rather than all habitable worlds having the exact same chance to generate the different kind of resource deposits, we have now broken it up a bit by climate as follows:

Wet Climate planets (Continental, Ocean, Tropical) are more likely to generate food and society research deposits.
Frozen Climate planets (Arctic, Tundra, Alpine) are more likely to generate mineral and engineering research deposits.
Dry Climate planets (Desert, Arid, Savanna) are more likely to generate energy and physics research deposits.
Gaia planets are more likely to generate mixed deposits and strategic resources.

Of course, this does not mean that you will *only* find those types of desposits on such planets - it simply means they are more likely to be found there.
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Terraforming Interface Improvements
Also coming in 1.8 are a couple changes to improve Terraforming and Terraforming Candidates. First of all, we've introduced a concept called 'significant planetary modifiers'. This is a flag (accessible to modders) that can be set on any planetary modifier, and will result in that planet appearing in the Expansion Planner even if it not of a habitable planet class. For now, the only significant modifier is Terraforming Candidates (such as Mars), so you should no longer find a Terraforming Candidate only to forget which system it is located in, but we expect to make more use of this functionality in the future.
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We also spent some time cleaning up the Terraforming interface in general, hiding the button for planets where it is never applicable (such as non-Terraforming Candidate barren worlds) and improving the sorting and style of the actual terraforming window.
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That's all for now! Next week we'll be talking about some significant changes coming in the area of genetic modification.
 
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So, no word on robot dismantling ?
 
You could just give Gaia planets 120%+ habitability, with normal maluses reversing themselves into bonuses. So both growth time and happiness will be given a bonus instead if a penalty on them. I'd much rather a logical bonus like this than something really arbitrary and silly.
 
In mods, is it possible to place certain special resources, like betharian stone or xeno pets into certain planet classes? Like make betharian more likely in deserts or xeno pets more likely in wet worlds?
 
I actually liked how you can build tall in the current version of the game by terraforming instead of expanding outwards. Why do you hate players who want to play tall? Playing tall instead of wide is already super hard to do well in Stellaris due to megastructures not appearing until the game is already over, and requiring half the galaxys resources to afford...


But I do agree that terraforming was a bit too cheap and easy. Why not have it require a high energy upkeep cost while in progress as well and take 2-3 times as long time, so your kind of limited to one or max two terraforming projects at the same time and they don't instantly unlock 3x as many planets for anyone with a decent energy economy?

This gradual and slower ramp up of colonizable worlds for players who want to play that style and like to invest to build tall rather then investing in fleets to expand and push back your neighbors would be much better IMO.

I think a well-balanced tall vs wide wouldn't disallow anyone from colonizing in thier own borders, they would just make it expensive compared to expanding unless you spend resources on world shaper, habitats, etc instead of whatever is in the expansion tree.
 
I find this more realistic than the happiness cap.
Humans can live in a dessert, but aren't all that happy because of all the sand flying in their eyes.

don't like sand.jpg
 
Why not make planets with different tiles types? For example, continental planet with 10% arctic tiles, 10% desert tiles and 80% mediterranean tiles. Or desert planets with 10% mediterranean tiles and 90% desert?
 
But I do agree that terraforming was a bit too cheap and easy. Why not have it require a high energy upkeep cost while in progress as well and take 2-3 times as long time, so your kind of limited to one or max two terraforming projects at the same time and they don't instantly unlock 3x as many planets for anyone with a decent energy economy?
I follow this theory about terraformation:

  • Must be the ultimate choice of a player / empire: How much does it cost in terraforming a planet compared to what it offers? It's a very expensive process to just get a better look on a planet that with the right infrastructure would live anyway. It is much more convenient to colonize and enough, than to terraform and colonize (realistically speaking)
  • Not all planets can be colonized, I'm talking to anyone who wants every barren / toxic / iced world can be teraformed: To have an atmosphere, an acceptable temperature (between -100 ° to 100 °), a magnetic field, water, correct chemical components in the soil and so on... this is not something that can be recreated totally by hand, many of these factors have to be either latent in the planet or importable at a reasonable cost
So yes, planets must be hard to colonize effectively, it must be a long, very expensive process. A nice feature would be that it is possible to accelerate or slow terraforming by increasing funding, but also reducing efficiency: accelerating the process costs exponentially relative to the decreasing time that is growing proportionally
 
Why not make planets with different tiles types? For example, continental planet with 10% arctic tiles, 10% desert tiles and 80% mediterranean tiles. Or desert planets with 10% mediterranean tiles and 90% desert?

Sure, that would be cool. The problem (like with many other candidates) is that it adds heaps of complexity. The game is already groaning under the weight of countless features, so the best tweaks would be the ones that maintain comlexity-parity or, even better, reduce the number of variables.
 
Why not make planets with different tiles types? For example, continental planet with 10% arctic tiles, 10% desert tiles and 80% mediterranean tiles. Or desert planets with 10% mediterranean tiles and 90% desert?
a dream!:rolleyes::rolleyes::rolleyes:

But I do not think it can be accomplished in a short time, Even never
 
Already a thing you can find on tomb worlds!

If so, it must occur with a very low order of probability, because in around 800 hours of game play I've never seen it. Either that or the results are so underwhelming that I've seen them and simply don't remember.

Come to think of it, this applies to a lot of the "easter eggs" that are theoretically included in the game. They happen so infrequently that, when combined with the relatively small number of games that it is possible to play in a given, finite period of time, I never see them at all.
 
Oh it exists, Ha
If so, it must occur with a very low order of probability, because in around 800 hours of game play I've never seen it. Either that or the results are so underwhelming that I've seen them and simply don't remember.

Come to think of it, this applies to a lot of the "easter eggs" that are theoretically included in the game. They happen so infrequently that, when combined with the relatively small number of games that it is possible to play in a given, finite period of time, I never see them at all.

Oh it exists, and yeah it must be pretty rare. Considering I go out of my way to colonize tomb worlds, and doubled the amount of them that spawn, I have only seen it once. Really do hope they add more stuff to tomb worlds, or they will be the least valuable of planets with the update.
 
Tomb worlds are one of the few that actually have a lot of events and event chains associated with colonizing them. You'll find yourself flooded with those event if you start colonizing tomb worlds on-mass (likely to happen if you get an irradiated species or start sending out robot colonies).

EDIT: They also either have a very high chance of triggering at least one event on each tomb world colonized or are guaranteed to do so.