
Very rare species native to Tomb Worlds are extremely adaptive and can thrive on any kind of planet (every normal class is secondary). With the first one, it might even be possible to get a rare Habitability like Tomb Worlds. Genetic Uplifting, Enlightenment and Infiltration can be used to acquire a xeno species as well. The migration approach requires a "first-in" colonist. If the empire is Xenophobe, the rights limitations for xenos will make the pops also considerably less happy. There may also be unwanted Xenophile attraction/Faction interactions from this path.īoth via Conquest and Migration Treaties, one can add xeno pops to the Empire to use as colonists. The main disadvantage is that xeno pops have increased Unity cost per pop and might not have favorable traits. With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to the primary species. However, this needs either the first-in approach (so they can be changed on the new Planet) or a staging area with increased Habitability regardless of current Climate Preference (Ringworld, Habitat, Homeworld, rare modifiers).Ĭhanging a habitability trait cost the equivalent of adding a trait worth 3 trait-points and requires the Glandular Acclimation technology. Using genetic modification, one can create a subspecies of the empire's primary species that is suitable for the Climate in question. Habitability strategies Genetic Modification Only habitable planets and barren worlds with the Terraforming Candidate modifier can be terraformed. It is also possible to terraform habitable worlds, though this is a costly and time-consuming process. Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics. Planets cannot be colonized if they house an anomaly or a pre-FTL civilization. Blue: The world is currently being Terraformed.Orange: The world is habitable but not surveyed.Red: The world is Yellow: The world is 40–69% habitable for at least one species in the player's empire.Green: The world is ≥70% habitable for at least one species in the player's empire.Systems containing surveyed or non-surveyed habitable worlds will have one or more planet icons that are either green, yellow, orange, red, or blue, depending on the habitability percentage and/or status of the planet(s) in question. Low Habitability can also trigger events.Robot pops have 100% Habitability for each planet type but empires that aren't Machine Intelligence require the Droids technology to select robots for Colony Ships.Homeworlds have a +30% Habitability for the species originating on them.It caps at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage, -50% Job Output and Pop Growth. Every reduction of 1% of Habitability below 100% increases the Pop Upkeep and Amenity Usage by 1%, reduce their job output and Pop Growth by 0.5%.Habitat (without Voidborne ascension perk) Ringworld, Gaia and Ecumenopolis worlds have maximum habitability for all species while Tomb Worlds, Machine Worlds and Hive Worlds without hive mind species trait are normally uninhabitable by organic species. The 9 habitable worlds are divided into 3 climate categories: dry, frozen and wet. A planet's habitability (and terraforming cost) is determined by its climate. Every species has a climate preference for one of the primary habitable world types. If no Plasma available, Autopulse + High Intensity Laser is good.Habitability is the measure of how well a species can live on a planet. Longbow fighters, Sabots with Ammo Racks, and at least one Plasma Cannon is a must. Like, deploy 2 herons filled with Wasps and pilot one of them. At the very least, pilot one of the carriers and just control its fighters so they don't get popped at the same time as all the other fighters. Even if they regen fast, it's kinda pointless if a couple Doom mines are taking out 10 Wasp wings at the same time. Just don't get deploy too many at the same time. Wasps regen very fast so they're great for eating mines instead of your ships, can do PD stuff, have mini-mines, move hella fast, and have the best dps vs armor of all fast fighters. Wasp seems counter-intuitive but they're actually pretty good. What you want is IPDAI hullmod, High Intensity Laser, Paladin PD, Ion Beam, Dual Flak, Tactical Lasers, and Wasps. Beam lance weapons in AI hands are meh against phase ships, especially Dooms.
