GRASS’s Toxoids+

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Author: GRASS

Last revision: 15 Jul at 01:30 UTC

File size: 6.91 MB

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Description:
UNLEASH THE FULL POTENTIAL OF TOXOIDS

This Mod is designed to fulfill the missing fantasy of being an actual Toxoid species that evolved to live on Toxic worlds; in order to accomplish this, I’ve added a new, colonizable Toxic Planet class with exclusive Gas districts that support the unique Nutritional requirements of Toxoid species. I also went into this mod with the intention of making it applicable to as many Empire types as possible without requiring a specific, new Origin or Civic to play as a Toxoid.

COLONIZE TOXIC WORLDS

The original Toxic world planet class has been renamed to "Barren Toxic World" for clarity.
On game start, a portion of Barren Toxic Worlds are converted into Colonizable Toxic Worlds so you can find them randomly throughout the galaxy.
Toxic worlds have lowered planet capacity like Tomb worlds but higher resource deposit odds, so plan accordingly.
Planets can only be Terraformed into Toxic worlds if you have the new "Toxiocentric" Ascension perk and Toxic worlds can only be terraformed into other planet classes if you have the Detox perk.
Relentless Industrialist buildings won’t terraform Toxic worlds into Tomb worlds.

FARM GASES NOT FOOD

Instead of Agricultural Districts, Toxic Worlds have Gas Districts that employ Toxic Gas Extractors who produce +1 Base Exotic Gases per 100 Pops. These districts have 3 possible specializations: Gas, Industrial, and Energy. Gas Specialization provides +100 more Gas Extractor Jobs per district, Industrial provides +50 Artisans & +50 Metallurgists, and Energy provides +100 Technicians.

There is a new building similar to the Energy, Mining, and Food extraction buildings: Acidising Station and it provides +200 Toxic Gas Extractor Jobs.

UTILIZE TOXIOTROPHIC TRAITS

To become a Toxoid you must pick any Toxiotrophic trait. Toxiotrophic traits are Species Traits that require an active Toxiotrophy Edict to enable their effects. Having any Toxiotrophic trait on a species also adds the "Toxoid" trait to that species which replaces Food or Minerals Base Pop Upkeep with 0.125 Exotic Gases upkeep. This functions as the cost for using the edict but with your newly acquired Gas Districts this cost can be easily covered so as to obtain the strong bonuses Toxiotrophy traits can provide.

When starting a game with any Toxiotrophic trait enabled you will acquire the Exotic Gases Extraction Technology as well as have your Climate Preference, Homeworld, and Guaranteed Habitable worlds converted into Toxic ones. There are exceptions to this conversion from Origins and civics such as Voiddwellers or Volcanic world selection but generally it should make sense. For Example: If you pick the Relic world origin your Climate preference will switch to Toxic and your Guaranteed Habitable worlds will become Toxic Worlds but your Homeworld will still be a Relic World. If there are any cases I missed please let me know and I will try to fix it in future updates.

There is a new Ascension Perk for Toxoid Empires that provides: +15% Toxic Gas Extractor Job Efficiency, gives Toxoids uncapped habitability on Toxic worlds (125% Max), unlocks Terraforming into Toxic worlds, unlocks the Toxic God Colossus weapon (if Colossus Ascension perk is picked), unlocks the "Advanced Toxiotrophy" Edict that doubles Toxiotrophic Trait effects, and adds the Terrestrial Sculpting technology as a research option.

Toxiotrophy Traits:
  • Toxoid – 0 Cost
    • Toxiotrophy Enabled:
      • -1 Food/Minerals Pop Upkeep
      • +0.125 Exotic Gases Pop Upkeep
    • Toxiotrophy Disabled:
      • -10% Pop Growth Speed
      • -10% Happiness

    Note: Instead of being selectable this Trait is automatically added and removed by a yearly pulse event for any species with a Toxiotrophic trait.

  • Monoextremophilism – 2 cost
    • Toxiotrophy Enabled:
      • Extreme Worlds: +10% Pop Growth Speed
      • Extreme Worlds: +20% Habitability
      • Extreme Worlds: -10% Pop Amenities Usage
      • Non-Toxic Worlds: -20% Habitability
      • +12.5% Pop Upkeep

    Note: Extreme worlds are Toxic worlds, Tomb worlds, and Volcanic worlds.

  • Polyextremophilism – 2 cost
    • Toxiotrophy Enabled:
      • +40% Species Minimum Habitability
      • -10% Species Habitability Cap
      • +10% Pop Amenities Usage
      • +12.5% Pop Upkeep

  • Industry Acclimated – 2 cost
    • Toxiotrophy Enabled:
      • Extreme Worlds: +15% Foundry Job Efficiency
      • Extreme Worlds: +15% Artisan Job Efficiency
      • +12.5% Pop Upkeep

  • High Fecundity – 2 cost
    • Toxiotrophy Enabled:
      • +20% Pop Growth Speed
      • +12.5% Pop Upkeep
    • Always Enabled:
      • -15 Leader Lifespan
      • -15% Habitability

  • Gaseous Discharge – 1 cost
    • Toxiotrophy Enabled:
      • +15% Toxic Gas Extractor Efficiency
      • +6.25% Pop Upkeep
    • Always Enabled:
      • +25% Army Damage
      • +50% Army Morale Damage

  • Waste Consumers – 1 cost
    • Toxiotrophy Enabled:
      • Non-Extreme Worlds: -0.25 Pop Ameneties Usage
      • Non-Extreme Worlds: -18.75% Pop Upkeep

Vanilla Overwrites:
  • Important:
    • Game Rule "species_has_uncapped_habitability_on_planet" overwritten to add functionality for new Cyborg Extreme Climate Habitability Mods trait and ascension perk
    • Several Districts overwritten so I can order the new Exotic Gases district before farming districts in order for them to appear on Habitable Toxic worlds in vanilla UI. This one isn’t a big deal because the districts are overwritten again by vanilla files but the order is set by the first file.

  • Kind of Important:
    • Event "toxoids.1" overwritten so relentless industrialists don’t terraform Habitable Toxic worlds
    • component_templates/01_weapons_planet_killer/PLANET_KILLER_TOXIFIER – Overwriting the toxic god’s colossus weapon to be given by Toxicentric ascension perk

  • Not Important:
    • Toxic World localization changed to "Barren Toxic World"

Much of the inspiration for this mod was from mzilli’s "Caustic Worlds – For Extremophile Species" mod so go check that out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2866236967

If you find any bugs or have any suggestions, criticism, or ideas please let me know. I especially want to hear balance concerns since I want this mod to be as vanilla friendly as possible.

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Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Toxoids Species Pack