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Coconut_Cookie

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Apr 30, 2015
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So I'm planning on writing a mod that scales the terraform cost and duration but how do I apply this as a modifier? What would be the most effecient way to do this? Can it even be done as a quadratic equation.

I have the following formula:

y = (3/840)x² - 0.025x + (33/84)

With y as the modifier for terraform cost and duration and x the planet size. The result of this equation should be a terraform cost and duration modifier of 1 for size 17 planets, 2 for size 25 planets and 0.5 for size 10 moons. Can this be applied? What would be the most effecient way to do so? If I would work with a formula to change the energy cost and duration directly instead of with a modifier those formulas would look like this respectively:

y = (600/84)x² - 50x + (66000/84)

y = (540/84)x² - 45x + (59400/84)
 
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I have some experience in modding static values but finding a way to make this work is tricky. I don't even know if I can find a way to make it work. I'm looking at carrying capacity but I'd rather find a more elegant way than writing a lot of code to achieve a simple thing.
 
You'd have to set the result of that formula for each terraforming link.
 
You'd also have to create a bunch of terraforming links for the different planet sizes, since they don't have the new system that allows you to define conditional costs.

Sounds like a LOT of work for a small effect on gameplay.
 
You'd also have to create a bunch of terraforming links for the different planet sizes, since they don't have the new system that allows you to define conditional costs.

Sounds like a LOT of work for a small effect on gameplay.

This is indeed how you do it, and yes it's ugly and a lot of work.
 
You'd also have to create a bunch of terraforming links for the different planet sizes, since they don't have the new system that allows you to define conditional costs.

Sounds like a LOT of work for a small effect on gameplay.

This is indeed how you do it, and yes it's ugly and a lot of work.

Thanks alot guys. Yeah I figured it out too. I thought paradox games were easier to mod for but their language barely supports anything. Everything is locked behind hard code. I have to write it for every type of terraform action but it needs to check the planet size which can be anything between 10 and 25 but I also need to include every moon size which can be 6 up till 10. Well at least I can then round the numbers to something that might resemble the set numbers every price in the game has.
 
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You'd also have to create a bunch of terraforming links for the different planet sizes, since they don't have the new system that allows you to define conditional costs.

Sounds like a LOT of work for a small effect on gameplay.

I would like to make terraforming a more important part of the game. In Stellaris a planet is either useful or completely useless, there is very little in between. I don't think the economy is ever going to be reworked to support more dynamic changes during a game but one can hope. The major dynamic change would be that pops have more freedom to move arround instead of focussing on maximizing their growth. If an economic system would also be able to adapt to this and have various reasons for pops to move or to stay. I think a lot of dynamic strategic gameplay could emerge without the need for loads of scripted events to push things in directions normal game mechanics can't. One of the conditions is that most normal star systems should have very high economic potential if it's viable to make the effort to spend that much on development in a single location. Habitats or megastructures are too jarring when planning regular economic development I think.
 
Thanks alot guys. Yeah I figured it out too. I thought paradox games were easier to mod for but their language barely supports anything.
I would like to point out that they are easy to mod... provided you're not trying to implement new mechanics. As soon as you try to implement something that isn't part of an existing mechanic in the game is when it gets hard.