Stellaris

Stellaris

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Abandon Colony
   
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15 Apr, 2017 @ 1:51am
12 Aug, 2017 @ 3:26am
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Abandon Colony

Description
Adds a balanced event based system for decommissioning colonies.

This allows the abandoning of colonies while maintaining vanilla game balance. Different ethics give you different choices for how you will decomission the colony, and they may have different impacts for different ethics. You chose the edict to decommission the colony and are presented with options. Once the option is chosen, you have 120 days to start the special project that completes what you selected. More extreme options are faster, but usually have more negative effects.

The mod contains:
  • New edict to initiate decomissioning a colony
  • New events with quality writing
  • New special projects for different ethics
  • New images to go with events/projects
  • Custom tooltips to provide details of options
  • Balanced and tested for both singleplayer and multiplayer
Why this mod exists

The number of colonies you have in the game has a major impact on many aspects of the game. For roleplaying reasons, you may wish to abandon a colony so that you can terraform it. This mod allows the abandoning of a colony under strict conditions in an attempt to maintain vanilla balance. There are significant negatives to both discouraging migration, and abandoning a colony.

New Edict: Decomission Colony

This edict costs twice the standard influence cost and is available to all empires except Hive-Mind (currently). It can only be used on planets that have only two population or less left and are not capital worlds. Immediately upon issuing the edict, you will receive an event that gives a list of options tailored to your empire. The tooltips on the options give you feedback on what is required, and what negative impacts there are.

New Special project: Evacuate Colony

This is available to all empires, regardless of ethic choices. This special project requires a colony ship to be in orbit for a full year. It evacuates all the colonists while still giving them time to prepare for their repatriation. While still the friendliest option, for those who do not have authoriatrian ethics there will be a slight negative modifier to happiness (10%) and unity (%5) on the colony for a period of time. Democracies will have this negative modifier for longer.

New Special project: Eliminate Colony

Only available to militarist empires this special project requires a level 3 general commanding an army. The armies will systematically hunt down the last colonists and eliminate them. This only takes your soldiers 30 days to complete however your empire, if not an authoritarian empire, will take a "exterminated colony" negative modifier which has serious impacts on happiness and unity for some time. Democracies will have this negative modifier for longer.

New Special project: Destroy Colony

Only fanatric purifier empires can utilize this. This special project requires a fleet with a level 3 or greater admiral and at least 2000 fleet power. Your fleet will obliterate the world using the force usually utilized for xenos. It is considered a great attrocity but is extremely quick. The world will be devistated including tile blockers and a negative planet modifier for a few years.

New Special project: Catastrophe on Colony

Only available to materialist empires or those with the World Shaper accendacy perk this special project requires a level 3 scientist in a science vessel. Your scientists will secretly generate a huge natural disaster that will render the world uninhabitable. This will take your scientist 120 days and will cause permanent damage to the world. Your empire will take a small negative modifier called "colony catasrophe" for a year, regardless of ethic.

New Special project: Cursed Planet

Only available to spiritualist empires this special project requires a level 3 scientist in a science vessel. Your scientists will proclaim the world as cursed causing the empire to abandon the colony. This will take your scientist 120 days and will leave a modifier on the planet called "Cursed Planet". Your empire will take a small negative modifier called "colony catasrophe" for a year, regardless of ethic.

How to Abandon a Colony
  • Move all the pops away except for the last one/two.
  • Move vessel(s) required to complete special project into the system.
  • Issue Decomission Colony edict.
  • Choose an option of which special project to complete.
  • Send required vessel to complete special project.
Compatibility
  • No vanilla files have been modified.
  • This should work will all other mods without issue.
  • Can be toggled on or off with existing save files without issue so long as no decomissioning special project is enabled.

Localization

Currently only localized for English. Please post below if you can help with localized strings to include in the mod and I will update it.

My Steam Workshop page

I focus on making mods that compliment the vanilla game, so if that is your thing, please check out my steam workshop page for my other mods for stellaris.

If you liked the mod, please rate it!
Popular Discussions View All (1)
7
13 Aug, 2017 @ 5:59am
Suggestions and Future Plans
Rocket
116 Comments
[joebro] 26 Mar, 2020 @ 2:19pm 
Will anyone revive this mod? It was the best abandon colony mod!
Spiffing Reynard 26 Jan, 2020 @ 12:16am 
@Lekelokobs the abandon colony mod got abandoned
Lekelokobs 25 Jan, 2020 @ 11:45pm 
The stellaris mod community is rotting away
Zylvar 13 Jan, 2019 @ 4:01am 
Is this mod updated for 2.2?
Aaronthelemon 17 Dec, 2018 @ 7:23pm 
Does anyone know of a similar mod that works for 2.2?
Sice 2 Jul, 2018 @ 8:10am 
The mod works just fine anyway.
There's just a little typo in "/events/abandon_planet_events.txt" that prevents the "decomissioning_flag" from being removed correctly if you choose to not abandon the colony in the event options, so that after that you won't be able to decomission that colony ever again.

The typo is in the last option of the event:
option = {
name = colony.90001.e
custom_tooltip = colony.90001.e.tooltip
add_
remove_planet_flag = decomissioning_planet
remove_modifier = condemed_colony
add_influence = 150 * edict_influence_cost
}

That "add_" shouldn't be there.
Spiffing Reynard 22 Jun, 2018 @ 12:58pm 
what even is updates lol
Duke Flapjack 5 Jun, 2018 @ 3:55pm 
BTW, if you comment out the lines NOT = { num_pops > 2 }, and NOT = { is_capital = yes } in common\edicts\abandoned_planet_edicts you can kill any colony. I like doing this for my RPing imminent world ending disaster starts where I have to quickly move as many people off my homeworld as possible before it gets destroyed by something or other.
Duke Flapjack 5 Jun, 2018 @ 3:52pm 
This is a (pretty much) purely event based mod, thus is unlikely to break unless Paradox dramatically changes events.
JusLuc 22 Apr, 2018 @ 10:19am 
Update plz