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Real Terraforming  

Upload: 22 Dec 2023, 14:50
Created by: Annatar [X]
Uploaded by: Aqxaro
Real Terraforming

This mod is designed to completely change the existing mechanics of terraforming in the game. Real Terraforming should appeal primarily to those who like wagering and interesting micromanagement. Like most of my mods, this mod will not make your game easier.

This is a completely standalone mod that does not require Real Space. Although I plan to add more features in the future, when combined with some of the other mods in my series.

When using Real Terraforming, you will not be able to terraform habitable planets in the old ways. The terraforming button won't go anywhere, but you won't have any links available to modify a planet, except for some exceptions. Exceptions are things that have not yet been added by this mod. For example, the ability to terraform uninhabitable planets.

The main feature of the new terraforming mechanics is the use of situations. You may have seen a similar thing when playing with “Idyllic Bloom” civic.

Terraforming technologies will now open up special terraforming projects that you can launch through planetary decisions. Terraforming projects can have different terraforming goals and ways of approaching them. Terraforming goals can include not only climate change (changing the class of a planet in terms of game mechanics), but also changing various planetary features (modifiers, deposits, etc.). Different terraforming projects can affect different parameters of a planet, the change of which is displayed as terraforming process scales (situations). Terraforming projects can trigger multiple terraforming processes. For example, a “Climate Change Process” Project affects Temperature and Humidity, which are displayed as two separate situations.

Terraforming projects almost always require special buildings. In some cases, these special buildings give access to these projects. In other cases, the special positions that these buildings grant are required to progress already running projects.

During the terraforming process, various events will occur that affect the progress of terraforming and other features of the planet. The outcome of terraforming may not always be predictable. Random events can drastically alter progress and lead to a different result than you expected.

Depending on the terraforming project, you may be able to influence some terraforming processes directly, but not others.

Losing control of a terraforming project (by forgetting) can also end badly. This mod is an additional burden on micromanagement in the game.

Game modifiers that speed up terraforming will also affect the speed of progress of terraforming processes (situations).

Terraforming Projects

Deep Borehole Drilling - Opens with the "Terrestrial Sculpting" technology. A "Geoengineering Complex" building is required.

Aquifer Release - Opens with the " Terrestrial Sculpting" technology. Requires Geoengineering Complex building.

Greening Operation - Opens with the " Terrestrial Sculpting" technology. Requires "Soil Fertilization Plants" building.

Climate Change Process - Opens with "Atmospheric Manipulation" technology (Old technology removed from the game is back. Hands-on!). "Terraformers" or "Terraforming Drones" jobs are required to progress.

Climate Restoration Process - Opens with the "Climate Restoration" technology. "Terraformers" or "Terraforming Drones" jobs are required to progress.

The "Ecological Adaptation" technology, at this time, does not open new projects, but mitigates damage to the ecosystem from terraforming and unlocks improved terraforming buildings.

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Want to play tall? Expand your Ecumenopolis by adding new levels deep underground. Be careful though; the deeper you go, the harder it becomes to manage your pops down there.

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