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Galaxy Forge - Beginners Guide

Galaxy Forge - Beginners Guide

Download the Galaxy Forge Tool

Introduction

Note: Download the example map that accompanies this tutorial here.

Sins of a Solar Empire is an incredibly robust RT4X strategy game that allows you to grow your empire and conquer the galaxy. Games can last hours, weeks or even months. To start you off, Sins comes with dozens of pre-built maps, 3 sizes of randomized maps and a sophisticated in-game map generator that lets you define virtually every aspect of a map. Set your preferred planets, stars, distances etc and have the game automatically generate a map based on your choices. You can even share and distribute the map to friends, either via the Sins of a Solar Empire site, or directly in online multiplayer matches.

Unfortunately, the in-game designer doesn't give you complete control. You can't choose, for example, where you want a planet to be placed, or what you want it to connect to. You can't set how many militia forces are stationed there, or whether or not it's a homeworld, or if it's a pirate base. If you want to hand-craft your map, the in-game tools won't meet your needs.

Galaxy Forge is the answer to that problem. Part of the Forge Tools suite used by Ironclad Games to develop content for Sins of a Solar Empire, Galaxy Forge is a map editor tool that allows you to place stars, planets, travel lanes and more. You can build a map to your exact specifications. Do you want a multistar map with strategic choke points and no pirate base? No problem, just create it in Galaxy Forge and load it in the game. Galaxy Forge is a WYSIWYG editor, so placing planets, phase lanes, stars and more is as easy as a few clicks of the mouse.

While Galaxy Forge is incredibly easy to use for the amount of control it gives you, it's not fully an end-user-friendly tool. So, to get everyone up to speed as quickly as possible creating great maps to share with the community, I've created this short guide to building a complete map from start to finish..

WARNING: The editor has no undo feature, so be careful when you move elements or make any changes. Save early and often to make sure you don't accidentally delete something you've spent hours tweaking and customizing.

Getting Started with Galaxy Forge

Galaxy Forge is a stand-alone tool that does not use the main game to run. So you can install this on virtually any machine, even that old Pentium III you have stashed in the closet.

To start, make sure you have the Galaxy Forge tool downloaded to your PC. You can get a copy of the tools from the Sins of a Solar Empire website on the Downloads Page.

imageOnce you've downloaded and extracted the tool, open up Galaxy Forge.exe. You will be greeted by the following screen (pictured right). When you start the Galaxy Forge tool, you begin with a default map already setup with the following:

  • One Star set to random color
  • Two terran home planets
  • Two default players (NewPlayer0 and NewPlayer1)

Before you get started adding planets, phase lanes and more stars, you probably want to decide if this is going to be a 2,4,6,8 or 10 player map.

To modify the number of players in your game, go to the Edit menu and select "Players..."

image

imageThat will open up the Player editor tool. On a new map, you already have NewPlayer0 and NewPlayer1. Even if you want to make a two player map, you'll probably still want to edit the names of the players. Select a player from the left, and all of their editable options will appear in the box on the right.

For this simple guide, we'll focus on the following options:

  • Design Name - Name your race. This will be how the race is referenced in the editor only.
  • InGameName - The name of the race as displayed in-game if it belongs to the AI
  • StartingCredits - How many credits the player starts the game with.
  • StartingCrystal - How much crystal the player starts the game with.
  • StartingMetal - How much metal the player starts the game with.
I am going to stick with a simple two player map, and name the first player "Alcari Crusaders" and the second player "Vor Syndicate" and I'll leave them both with the default starting resources.

Naming Your Map & Filling in The Details

Now that you have a new map with your starting players setup, lets start to configure the big-picture details for the map. Click somewhere in the black space of the map to bring up the galaxy details in the settings panel on the right. imageThis is where you'll make some default changes about your map and how the editor works. Defaults These are basic settings for new planets, players and stars that are added to the map.

  • New Planet Type - The default planet type for any new planet you add to the map.
  • New Player Starting Credits/Metal/Crystal - The starting resources assigned when you add a new player to the map.
  • New Star Radius - The radius of any new star system added to the map

I'm going to leave these as my defaults for this tutorial map. Display The options for how the map is displayed in the map selection screen within Sins of a Solar Empire.

  • Browse Description - Description of your map. Put a line or two about the map, lore etc. This is the creative description players will read in the map browser.
  • Browse Picture - The icon associated with your designed map in the map browser. This image should be a .tga file and placed in the Textures directory where you installed Sins of a Solar Empire.

For my tutorial map, I'm going to use the description "An example map created to go along with the Galaxy Forge guide"

For Browse Picture, I'm going to be lazy and just take one of the existing scenario images and reuse that. In this case I'll use: ScenarioPicture-Fulcrum (found in

Edit

These are settings to edit how the editor works with scrolling and zooming and shows your current zoom level. These settings will not impact the map itself.

Galaxy

These are some overall game settings for your map. They will impact how the game plays.

  • Is First Capital Ship Free - Sets whether or not the first capital ship is free for players to purchase.
  • Planet Artifact Density - Value 0-100. Controls what percentage of planets will have artifacts on them.
  • Planet Bonus Density - Value 0-100. Controls what percentage of planets will have bonuses on them
  • Players - How many players have been added to the map (this number is based off of the Player editor)
  • Recommended Players - Set what kind of game(s) the map is best suited for (i.e. solo, 2v2, 4v4, FFA etc.)
  • Scale - Controls how big the galaxy is. Large values will spread out your galaxy more.

imageTo set the Recommended Players, click on the field, and you'll see a [...] button on the right. Click on that to bring up the Galaxy Scenario Game Type window.

By default, this is empty. Click "Add" and a new game type will be added. By default it's set to "Solo". However, if you select the item from the left, on the right you can change the type from a drop-down menu.

You can add multiple types if you have a large map you feel would work well for multiple configurations of players. A map designed for 10 players for example could be set for Solo, FFA, 5v5, 2v2v2v2v2 to fill all spots.

For the tutorial map, I think I'll leave the first capital ship as free, but bump up the % of planets with artifacts from the default 15 to 50 (I want this to be a rich map), but I'll leave the bonus density alone. I'm also going to designate my map as a solo only map since it's just two players.

Home Planet

These are the default settings for any planet you designate as a homeworld in your game. Setting any of these to 10 locks it, preventing the player from upgrading it further.

  • Exploration - How much of the planet has been explored. You explore planets to discover artifacts and planet bonuses.
  • Infrastructure - How much infrastructure the planet starts with. Building this up helps defend your planet against bombardment
  • Logistical - How much logistical infrastructure the planet starts with. Logistics limit the number of orbital structures you can place around a planet.
  • Population - How much population support your planet starts with. This limits how many people can live on a planet.
  • Tactical - How much tactical infrastructure your planet starts with. This limits the number of defense placements you can build around a planet.

For the tutorial map, I'm going to leave these alone. Ok, we have successfully configured all the meta details for our map. We've set description, picture, game type and messed with the distribution of artifacts. Now that all of the fluff details are out of the way, it's time to get down to the business of making the map!

Making the Map: Adding Planets, Stars and Phase Lanes

Ok, now for the fun part, actually drawing out the game map! For this part you'll be focusing almost exclusively on the map window, instead of the details window like the previous section. Here you'll place, move and connect up all the planets and stars you want to add to your map.

To start, lets look at our map as it stands

image

We have one star, two home worlds on opposite ends of the system, and that's it. There isn't even a phase lane connecting anything so if you loaded this map right now, you wouldn't be able to travel anywhere. The planets were auto-assigned to the two players we edited earlier.

Before we get started editing the map, there are a few controls that will make life much easier when trying to move around the map:

  • Panning The Map - Hold the middle mouse button and drag in any direction.
  • Zooming in and out - Scroll Wheel. When zooming in, it will center on wherever your mouse cursor is.
Now that that's out of the way, lets add a planet! There are two ways to do this:
  1. Double-click anywhere within the radius of the star
  2. Right-click anywhere within the radius of the star and select "Add Planet"

The planet added will have the default settings you defined when you were tweaking the overall map settings. So for this tutorial, it will auto-place a Terran planet.

I'm going to place a handful of planets around the map....

image

So now that I have all of my planets laid out approximately where I want them, it's time to connect them all together. To do this, right click on any planet, select "Add Connection" and then left click on the planet you want to connect with. Now let me connect up all of my planets...

image

At this point I have a fully functional game map. I could save this, load it up in the game and play it, but it would be a little bit boring considering all I have are Terran type planets, no pirates and just one other player to fight.

Editing Planets, Stars & Making Things Interesting

Every planet object on my map right now are terran planets with nothing special about them. We also have a star with the color set to random. Oh, and we haven't named a single planet, the star, or anything. Sure it's a technically complete map, but it just doesn't feel right. Here's a snapshot of the map loaded in the game:

image

The game will automatically name planets and stars you don't name, so technically you don't have to worry about that detail, but there's a lot more you probably want to tweak and fiddle with.

First off, having a few dozen Terran planets just doesn't look right. This is space, and habitable M class worlds are supposed to be rare right? Well, lets change things up a bit. To start with, we'll select the planet directly below the Vor Syndicate's home world. image

For editing the planet, you're going to be focusing on the details panel again.

Advanced

  • SpawnProbability - The chance that a planet exists in the game. 1 means always, 0 means never. You can set the value between the two for a % chance.
  • StartingUpgradeForArtifact - Controls what level of artifact upgrade the planet starts with
  • Starting UpgradeForCivilianModules - Controls what level of civilian module upgrade the planet starts with
  • StartingUpgradeForPopulation - Controls what level of population upgrade the planet starts with
  • StartingUpgradeForTacticalModules - Controls what level of tactical module upgrade the planet starts with.
Items
  • UseDefaultTemplate - Do you want to use the predefined planet template for this planet? This just gives you the standard structures and resources if it's an owned world, or if it's an empty planet occupied by militia.
Misc
  • Position - The X,Y coordinates of the planet on your map. Only edit these if you want very precise planet placement.
Name
  • Design Name - The name of the planet as displayed in the Galaxy Forge
  • InGame Name - What you want the planet to be named in the game.
Ownership
  • IsHomePlanet - Is this a homeworld?
  • Owner - Which player owns the planet at the start of the game.
Properties
  • Type - What type of planet do you want this to be? Terran, Ice, Gas Giant etc.
For a quick-and-dirty map, the only field you really have to play with is "Type" in the properties section. From there you can select any standard planet type programmed into the game. I will now go around my map, changing up the planet types to give me a slightly more interesting map to play on.

image

I now have a map with volcanic, ice, desert and terran planets. Various asteroids, Plasma & Magentic Storms, even a Pirate Base. This map pretty much covers everything and if you want to just do the basics to build a map that is playable with default settings, you're done. Just save the file and hand it out to your friends, or upload it to the Sins of a Solar Empire website for everyone to download.

There's a lot more under the covers that you can play with and tweak, but this guide was just meant to get your feet wet and familiarize you with the basic, bare-minimum steps needed to make a map.

And always remember you can open any map that comes with the game in Galaxy Forge to see exactly how Ironclad built each of the maps, what special options they used etc. It's perfectly alright to borrow heavily from great maps when you're trying to figure out how to get a planet to start with a specific artifact, or to give players a quick start by giving them a handful of ships to start out with.

If you have any more questions, be sure to visit the Sins of a Solar Empire Modding Forums. Players and developers alike will hopefully be able to answer any question you might have.

FAQ

Like with every mod tool, there are a handful of "gotchas" or places that aren't quite clear enough.  As people encounter problems/ask for help, we'll update this FAQ section with questions and answers we think everyone should know about when using the Galaxy Forge.

  1. I tried to load the map in my game, but I immediately get a victory/defeat screen after loading.  What's going on?
    Make sure you save the galaxy file in the Galaxy folder wherever you installed Sins of a Solar Empire (i.e. c:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy).  Do NOT save it in your local settings/app data directory.  Maps created with Galaxy forge will not load properly from that folder.
3,568,537 views 1,189 replies | Pinned
Reply #1126 Top

The Admin folder under Users is C/Users/ADMINI~1/AppData/Local/Temp that's as far as that one goes.

Mine is C/Users/Brian/MyDocuments/MyGames/ then I just have Age of Empires 3 in that folder so idk.

My public folder is C/Users/Public/StardockGames/SinsofaSolarEmpire/ then I have all the right folders that your talking about but that's apparently the wrong folder so how do I proceed?

 

Reply #1127 Top

Quoting brianrusso13, reply 1126
Mine is C/Users/Brian/MyDocuments/MyGames/ then I just have Age of Empires 3 in that folder so idk.

That location is only for Rebellion, not earlier versions.

Quoting harpo99999, reply 1124

for original sins/trinity/entrenchment/diplomacy the CORRECT path to the GalaxyForge folder is 
for xp

C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or for vista/windows 7/window 8

C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy forge tab of map types in sins 1.16+/entrenchment 1.02+

harpo

Reply #1128 Top

Well nothing is present as your indicating so I'll just forget about galaxy forge and play the game.

 

Reply #1129 Top

Quoting brianrusso13, reply 1128

Well nothing is present as your indicating so I'll just forget about galaxy forge and play the game.

 

 

Okay, first of all, you haven't been very helpful to anyone here who is trying to help you.  To be helpful to us, you need to tell us two things.

First:  What version of windows are you running?
Second: What version of Sins do you have?

Without this information, all we're doing is guessing, and you looking in public folders and Rebellion paths and half the folders on your damned computer and getting annoyed that you don't see anything isn't helping anyone.  So, what should you do?  Well, stop being stupid and stop looking in a thousand different places and actually provide useful information so we can stop this guessing crap and actually tell you where to go look.

 

 

For example if I was a total noob at this and wanted to know where to put my maps, I would say:

I'm on a PC running windows Vista (64bit)
I'm playing Diplomacy/Trinity version 1.34

With just these two simple USEFUL answers, ANYONE here can tell me to put my galaxy forge made maps into this folder:
C:\Users\(My Name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge

 

 

There's absolutely no guessing involved and the folders do exist and I can get to them simply by copying that pathway, clicking on my computer on the start menu, and pasting it into the address bar.  I have to change (My Name) to the name of my account, but once I do that, I can hit enter and be taken straight to the folder.  No guessing, no searching, no dealing with hidden folders, no getting frustrated or annoyed, and I can get right on to playing my maps immediately.

 

So...  Answer those two questions and help will be provided shortly.  Thank you and have a nice day.

Reply #1131 Top

Quoting brianrusso13, reply 1130
Regular game, no expansions, version 1.0

 

Like I said before, even if you have the right folder, you need to update the game for the maps the galaxy forge makes to work with your game. It's like 5 years out of date!  ;)

Reply #1132 Top

the map format for sins 1.0 (from back in 08) was mapversion 0,the map location was the game's location\GalaxyForge.

even I do NOT have a copy of the galaxyforge v0. there were seperate patches for sins 1.0 to 1.02(I think that mapversion 1 came here),then to 1.03, then to 1.04, then to 1.05(from what I remember map version 2 was about here), and after that it was the impulse downloader to update, and also entrenchment and diplomacy(and use map version 3) BOTH were impulse, and have been sold through steam since, and there have been recent sales where trinity (vanilla+entrenchment+diplomacy and yes you could still play vanilla on it's own) for only a few dollars(<$10), and the latest 'expansion/standalone' rebellion was also on sale. you might want to check the stardock store to see what the current prices are.

harpo

 

Reply #1133 Top

I have Sins Rebellion only. Used Galaxy Forge to create a map not knowing that the Galaxy Forge that came with Steam had contenet for the expansions. So basically the map I created cant be used because I don't have the expansions. Was wondering is there a list of the usable items that I can use for Rebellion so I can change them in the Galaxy Forge. I did do some searching but as I am new I dont really know where to look. Any help would be apreciated thank you.

 

Reply #1134 Top

the extra content seems to be just the stellar extras ie black hole, neutron star, pulsars, starship graveyards,  antimatter fountains  and the (oceanic, barren, comet, shattered moon, ferrus, greenhouse) new planets definitely need to be avoided ( the old planets are terran, desert,ice, volcanic, pirate, gas giant  and moon(not absoultely sure on this one)

hope this helps

harpo

 

Reply #1136 Top

Quoting MentalMeltdown, reply 1135

Thank you harpo. Switching stuff up now. Will let you know if the moon is good or not.

Moon should be useable, it is in base Rebellion. It was renamed to a "Dwarf Planet" however, which is why you probably didn't recognize it.

+1 Loading…
Reply #1137 Top

Been trying to get a Titan to spawn for whover takes control of a center planet. There are 4 capitol ships and about 30 mixed frigates. Figured out how to add ships and make them part of the militia by going into wordpad and typing in RandomMilitia due to an earlier post by GoaFan77. For the Titan I have put Always: PlanetOwner. Play tested the map a few times but the Titan still hasnt spawned for myself or the AI when that planet is finally occupied. Also tried Always: NoOwner as well.

Also was wondering about how to keep the randomized positions for the starting places and add a couple of ships to each starting homeworld. Would I edit each planet IfOwnerIsRaceQuickStart: Always: "Race"   and then add a different one for each race and player for the starting planet?

 

Reply #1138 Top

Quoting MentalMeltdown, reply 1137

Been trying to get a Titan to spawn for whover takes control of a center planet. There are 4 capitol ships and about 30 mixed frigates. Figured out how to add ships and make them part of the militia by going into wordpad and typing in RandomMilitia due to an earlier post by GoaFan77. For the Titan I have put Always: PlanetOwner. Play tested the map a few times but the Titan still hasnt spawned for myself or the AI when that planet is finally occupied. Also tried Always: NoOwner as well.

Also was wondering about how to keep the randomized positions for the starting places and add a couple of ships to each starting homeworld. Would I edit each planet IfOwnerIsRaceQuickStart: Always: "Race"   and then add a different one for each race and player for the starting planet?

 

You cannot make ships spawn after the game has started with Galaxy Forge, or any map. It can only place ships at the beginning of the game. Since the planet is uncolonized, the PlanetOwner is "NoOwner", and thus it cannot spawn. You must give it an owner that is an actual player, the militia or the pirates. Of course doing that will get it to spawn immediately.

Reply #1139 Top

Quoting GoaFan77, reply 1138

You cannot make ships spawn after the game has started with Galaxy Forge, or any map. It can only place ships at the beginning of the game. Since the planet is uncolonized, the PlanetOwner is "NoOwner", and thus it cannot spawn. You must give it an owner that is an actual player, the militia or the pirates. Of course doing that will get it to spawn immediately.

 

That clears a few things up lol. Thank you. To spawn ships in at the start on the starting planets would I have to use the PlanetOwnerIsRaceQuickStart "Race" and put the appropriate ships in for that race for each planet? So no matter where you start you will get your races ships.

For example

PlanetOwnerIsRaceQuickStart: Tech Rebel, PlanetOwner

ships here

New group

PlanetOwnerIsRaceQuickStart: Tech Loyalist, PlanetOwner

Ships here

New Group

Ect.

 

And do this for each home planet?

SOLVED

 

Reply #1140 Top

the PlanetOwnerQuickStart is ONLY for the quickstart game option, for the non-quickstart use the PlanetOwnerNormalStart

harpo

 

Reply #1141 Top

I've been building a custom map with galaxy forge for the Star Trek Armada 3 mod, that I intend to share for all the trek-heads dying for some real beta quadrant action... but I'm having a rough time of it in a few areas.  I've asked in the mod specific forum at moddb, but not all the questions are mod-specific so I figured I would also ask here.

It seems that the human can ONLY be in slot 1 in single player, and the host can ONLY be in slot 1 in multiplayer.

1. Is there no way to pick a different slot?

Right now I have 9 players that need to be at the right homeworld, and if it's locked like that I'll need to make a different map for each race involved, with a reorder of the Player#... which is a real pain.

2. Is there a way to pre-populate the player slots in the .galaxy file with the correct race from the mod (not Psi/Tec etc... but Federation, Romulan, Klingon, etc...)?

2a. If yes to 2, can I also specify the faction name for each Player# (house of martok, house of duras, etc...) which the mod seems to randomly pick from a list?

 
Any help would be spectacular... this map is a 9 player map of the beta quadrant and takes place shortly after the founding of New Romulus (STO cannon-lite).

Teaser
Cowboy Diplomacy
The Federation is in a strong position on the beta-side of federation space.  The Romulan Empire has fractured into Sela's Empire (fueled by the Tal Shiar's domination of the space along both neutral zones) and the New Romulan Republic (building up deep in Romulan Space).  The Klingon Empire is as fractured as Praxis; the House of Martok has aligned itself with Federation interests, the House of Duras is still cooperating with Sela and two powerful Rival Houses that have rebelled against the Emperor and High Council.  Finally, the Borg is out there - somewhere - and they are coming.

Reply #1142 Top

answers

1 (set an AI to slot(s) you do NOT want to start in during game start(might not work)) OR set the line that reads 'randomizeStartingPositions FALSE' to read 'randomizeStartingPositions TRUE' in the galaxy file (the second idea will place the player in ANY of the starting locations.

2 mod specific and only possible WHEN randomizeStartingPositions  is FALSE and modifying the players in the particular map

2a supposed to be possible BUT in practice not possible (atleast when I have played the game but have not played in a while)

harpo

 

Reply #1143 Top

There are some confusing/buggy features in GF (and galaxy files themselves) relating to planet upgrade levels. You can read the lowdown at https://forums.sinsofasolarempire.com/454904/page/1/

On a different tack, according to the modding experts (https://forums.sinsofasolarempire.com/455019/page/1/#3471794), it's alas impossible to place structures at precise locations in a grav well using GF or even manually edited galaxy files; only save games can record that level of detail, it seems.

Reply #1144 Top

Quoting rimmer-ace, reply 1141

It seems that the human can ONLY be in slot 1 in single player, and the host can ONLY be in slot 1 in multiplayer.

1. Is there no way to pick a different slot?

Maybe I misunderstand this question, but when you load any SP game (irrespective of the map) you can [re]choose the slot for the human player. For example, if you load the save game of a 1v1 game from the main menu (as opposed to clicking the load button from an ongoing game), you are presented with the pre-load screen that has the "Start" button on it; if you load from an ongoing game, that screen is skipped for some reason. On that pre-load screen, if you left click on the AI brain icon, the slots are switched, so you can play the other side. Oddly enough, this does not work when you start a new game, but only from a save game. Instead, on the new game screen (which also has a Start button), a left click on the AI brain toggles the slot to locked. The pre-load and new game screens of Sins surely could have benefited from some HCI testing as they are indeed rather confusing/non-intuitive in their diverging behavior...

 

Reply #1145 Top

Also, it might be a good idea for the OP (if he's still around) to remove the GF link from the first post, because that tool [as opposed to the GF now shipped with Rebellion] is out of date and produces non-working maps for the current game engine. See https://forums.sinsofasolarempire.com/455086/page/1/#3472362

Also the OP instructions of where to place the resulting files are exactly the opposite of what one should do in Rebellion, where the resulting galaxy files need to go under the User GF directory, not the game/Steam's for the game engine to find them, even though the present day GF still saves to the old location by default.

Reply #1146 Top

respawnedtitanl10, this thread was CREATED way back when there was NO expansions OR starbases,diplomacy OR rebellions in sins, and does give the information that IS still relevent for the ORIGINAL sins/entrenchment/diplomacy SET of games

harpo

 

Reply #1147 Top

Then maybe some mod should unpin/unfeature it, because as is it does more harm than good.

Reply #1148 Top

but it DOES help the people that do NOT do rebellion, it only confuses those SIMPLE rebels

harpo

 

Reply #1149 Top

Hello everyone,

I've read some olds posts, and I don't see an answer to my question. I've create a map in the Galaxy Forge, and add bonuses to some planets. When I launch my map, bonuses manually add are ok, but others randoms bonuses are add. I could put "Planet Bonuse Density" to 0, but I want keep randoms bonuses for others randoms planets in my galaxy.

How solve my problem ? Create a Galaxy Template for all others ? Something else ?

Reply #1150 Top

Quoting HK9DEF, reply 1149

Hello everyone,

I've read some olds posts, and I don't see an answer to my question. I've create a map in the Galaxy Forge, and add bonuses to some planets. When I launch my map, bonuses manually add are ok, but others randoms bonuses are add. I could put "Planet Bonuse Density" to 0, but I want keep randoms bonuses for others randoms planets in my galaxy.

How solve my problem ? Create a Galaxy Template for all others ? Something else ?

I'm afraid you either have to disable random bonuses for the whole map or keep them on. You cannot disable random bonuses for only certain planets and keep them on others.