Stellaris

Stellaris

No Gaia Worlds
22 Comments
Lulu 18 Jul, 2023 @ 2:04am 
why not have it only have 60% habitability for everyone ? would fit what you are trying to achieve and their description of what theses worlds are supposed to be ?
Frigglish 18 Apr, 2023 @ 10:26am 
This does make a pre-FTL call in nogaia_events that might need the First Contact update, however.
Frigglish 9 Apr, 2023 @ 10:11pm 
Interestingly, since most Gaia worlds are built, this is *almost* out-of-the-box compatible with PD. Abandoned Terraforming Equipment, destroying a Shroud Temple, and Guaranteed Habitables for Rare Planet starts are the only 'wild' gaias this doesn't touch.

A patch to unify their World Shaper edits and let the Baol decision still make climate-appropriate cave, superhabitable, and tidally locked worlds probably wouldn't be much for someone invested in it.
mzilli  [author] 19 Mar, 2023 @ 9:18am 
@Siminis Glad you like it!
Siminis 19 Mar, 2023 @ 5:52am 
Underrated mod, even weirder that its the only mod that removes gaia worlds. they are far to common and removes strategy from the game, and immersion to some degree.
Botroas 18 Feb, 2022 @ 5:32am 
Yeah, I see. Thanks for the answer.
mzilli  [author] 17 Feb, 2022 @ 2:33pm 
@Botroas Probably not, I tend to not touch other mods' stuff because maintaining compatibility is a pain. Sorry.
Botroas 2 Feb, 2022 @ 6:43am 
Hi!
Thanks for your mod, great idea. Now I must tactically and strategically deal with the different planet types, instead of making them all into gaia as fast as possible.
Do you plan to update it with PD's dry and cold Gaia worlds?
Bronson 6 May, 2021 @ 11:32am 
nice mod. Makes the Life-Seeded origin a lot more appealing and unique now.
impspy 3 May, 2021 @ 11:12am 
@mzilli thank you!
mzilli  [author] 3 May, 2021 @ 11:01am 
@impspy Sure, go for it!
impspy 3 May, 2021 @ 10:54am 
Do you mind if I use part of this in a Precursor rework that I'm doing? I really like the Baol changes.
Siminis 29 May, 2019 @ 1:49am 
Very good especialy as someone who thinks that a perfect hardcoded 100% world is some BS
mzilli  [author] 23 Dec, 2018 @ 6:20pm 
Updated!
mzilli  [author] 17 Dec, 2018 @ 8:34am 
@Gan Edhen Because I can. :P

(I will update this to 2.2, but it'll likely be a week or two.)
Eden 17 Dec, 2018 @ 3:09am 
Why would you do this?
mzilli  [author] 4 Mar, 2018 @ 9:24am 
@ermyers1995 You can do this by going into steamapps/workshop/content/281990/820480060 and deleting the gfx folder.
eagletrekkie 3 Mar, 2018 @ 10:37pm 
Any chance for a version that doesn't apply the gaia texture to the tropical worlds? Love the idea, I just like the current tropical textures is all.
mzilli  [author] 7 Sep, 2017 @ 8:47pm 
@Commissar BS Thanks!
Commissar BS 7 Sep, 2017 @ 6:18pm 
Still excellent
mzilli  [author] 23 Dec, 2016 @ 2:32pm 
@J.C. Vocke Yeah, that's probably what I'll end up doing. I'm not quite experienced enough with events and modifiers yet to do it, though, and I don't really want to mess with too many vanilla files that could cause compatibility issues with other mods. Still, it does irk me to leave a single Gaia World around so I probably will change it at some point. Maybe make the xeno preserves add a 100% boost to habitability...

Thanks for the input! I'm gad you're enjoying the mod.

(You are enjoying it, right?)
J.C. Vocke 23 Dec, 2016 @ 11:46am 
For the Preserve, you could make it a normal planet of the Xenophile Empire's Climate Type and give it a unique Planet Modifier named something like "Geo-Engineered Paradise" or something which talks about how the planet has entire swathes of territory that have been Geo-Engineered to support different climates for the different species. Make this modifier add +100% Habitability and it should reproduce the capabilities of a Gaia World.

You could then also add some events should the world fall into the hands of someone else where they are either unable or unwilling to maintain that Geo-Engineering, causing it to eventually degrade, forcing the pops out of the planet as the habitability slowly falls.