[MOD] Planetary Diversity

Expands the variety of available planets.

http://www.nexusmods.com/galacticcivilizations3/mods/16/?

Welcome to the Planetary Diversity Mod. v1.5 (This mod is version agnostic and should work regardless of game version.) 

Now available on the Nexus.

** Updated to Version 1.6 MAJOR UPDATE!!! Please update your mods ASAP!! ** 1.6 is specifically for the v1.2 Opt-in or later if youa re running an earlier version please use the 1.5 version of the mod.


Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new
directory there. Then login to the game, go to  Options, select the Gameplay Tab and check the box for Enable Mods.
Next, Exit the game and when you relaunch it the mod will be active. 


--Begin Changelog--

 

Begin V1.6
(Fix)Adjusted Planetary art code to comply with changes in game version 1.2, Credit goes to Hereward_Hills for reporting
that problem.
(Tune)Changed all planets to be non extreme, this does not change the way the planets work or how they get improved by
unlocking techs, it simply means they are no longer restricted by the quantity of extreme planets chosen.
End V1.6

Begin V1.5
(Fix)Recoded extreme planet modifiers as they were not engaging correctly when techs became available, now working.
End V1.5


Begin V1.4
(Fix)Switched all <ColonizationPrerequ> from ColonizationTech to TechTree so Yor and Drengin will start using them.
Credit goes to BuckGodot for catching that one!
End V1.4

Begin V1.3
(Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods. Credit goes to
admiralWillyWilber for catching that!
End V1.3

Begin V1.2
(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 Credit goes to
Hereward_Hills for catching that!
End V1.2

Begin V1.1
Cavern Complexes
Approval lowered to +20%, Planetary Defense lowered to +20%, Food lowered to +25%, Resistance lowered to +30%

Paradise Planet
Approval lowered to +20%, Food lowered to +15%, +50% to Tourism lowered to +25%, Influence lowered to +25%

Planetary Megacity
Base Food lowered to +30, Influence lowered to +20%, Base Approval lowered to +10

Dense Core
Influence lowered to +25%

Robot Wasteland
After Researching "Planetary Defense Domes"
-30% from colony maintenance costs raised to -50%

Precursor Military Complex
Planetary Defense lowered to +50%

Gaian Planet
Base Approval lowered to +15, Food lowered to +20%

Crystal Wasteland
Influence lowered to 75%
Credit Goes to KarlBar99 for the heads up on some critical balance issues.
End V1.1
--End Changelog--


The goal of this mod is to expand upon the existing planetary types and provide some interesting new gameplay. The new

planets presented are in some cases very powerful but also very rare, even in an Insane size map with all abundant
settings only one or two of the rarest planets have been observed.  These planets are meant to be a rare and miraculous
find stimulating battle almost immediately for possession of them.

I have intentionally created this mod to be version agnostic, meaning it does not matter which version of the game you
are running, the mod will neither conflict nor interfere.  To this end the mod is built entirely using the append method.

 

Here are the new planets, first the normal planets.


Precursor Gateways *Very Rare*

  • +25% to Income
  • +50% to Trade Route value
  • -25% to Planetary Defenses
  • +50% to Tourism

A world covered in Precursor Gateways allowing instant transit from one location to another. These Portals can be linked 
to other locations across the galaxy allowing instant transport to and from this world. This greatly increases the value 
of trade routes, and causes an influx of tourist credits as well as toll fees for use of the portals. The portals do 
pose a problem during planetary invasions however allowing invaders rapid access to all sectors of the planet. 
    
Mineral Rich *Rare*

  • +25% to Social Manufacturing
  • +25% to Military Manufacturing
  • +25% to Income
  • +25% to Trade Route value

A world rich in rare minerals of all sorts, these resources greatly boost both social and military manufacturing as well 
as providing valuable gems and minerals for trade. 
    
Cavern Complexes *Rare*

  • +50% to Approval (v1.1 lowered to +20%)
  • +50% to Planetary Defense (v1.1 lowered to +20%)
  • +75% to Food (V1.1 lowered to +25%)
  • +50% to Resistance (v1.1 lowered to 30%)

A world riddled with vast dry cavern complexes. These are easily converted to provide additional living and working 
space. The beautiful crystal galleries and natural amphitheaters enhance population approval levels. The lower caverns 
are found to contain vast forests of edible fungi, while the circuitous underground labyrinth provides excellent defense 
against all sorts of planetary invasion.

Mineral Poor *Rare*

  • -20% to Social Manufacturing
  • -20% to Military Manufacturing
  • -10% to Income
  • -10% to Trade Route value

A world lacking rudimentary minerals required by most industrial processes, this has a negative impact on all 
manufacturing, limits trade and provides little material of monetary value. 

Mountainous *Uncommon*

  • +25% to Income
  • +25% to Tourism
  • -25% to Food
  • -25% to Approval

A world covered in enormous mountains. Rearing high into the sky with sheer slopes they provide easy access to valuable 
mineral lodes and the tourists just adore the skiing. However life in such an environment is harsh and food is difficult 
to grow with no flat arable land. 

Paradise Planet *Very Rare*

  • (High quality planet)
  • +50% to Approval (V1.1 lowered to +20%)
  • +25% to Food (V1.1 lowered to +15%)
  • +50% to Tourism (V1.1 lowered to +25%)
  • +50% to Influence (V1.1 lowered to +25%)

A true paradise for life everyone wishes they could live in such a heavenly place. Tourists flock in from all over the 
galaxy and word of its wonders and beauty draws envy in the hearts of all. 



And now unto the Extreme planets, note these planets require no special tech to colonize but may require certain tech
unlocks to get best use out of them.  They are however in the Extreme category, therefore their rarity is directly
effected by the Extreme planet setting at map generation which is completely intentional.



Planetary Megacity (Extreme*Very Rare*

  • (Very high planet quality)
  • -50% to Growth (Research "Population Enhancement" to eliminate)
  • +50 base Food (V1.1 lowered to +30)
  • +50% to Influence (V1.1 lowered to +20%)
  • +30 base Approval (V1.1 lowered to +10)

A world covered in a single massive abandoned city. The cities systems are fully functional and automated food vats 
located in the undercity are easily converted to feed the population. The massive entertainment arenas keep the populace 
happy while the amazing architecture and artistic design draws culture snobs from far and wide. The air filtration 
plants however seem to secrete an aerosol contraceptive keeping population growth firmly in check. Researching 
"Population Enhancement" will eliminate the contraceptive effect.

Dense Core (Extreme*Rare*

  • -50% to Social Manufacturing (Research "Barrier Field Generation" to eliminate)
  • +75% to Research
  • +25% to Planetary Defense
  • +50% to Influence (V1.1 lowered to +25%)

A relatively small world with a massively dense core generating a powerful natural magnetic field. This field provides a 
sheltered environment for delicate research projects, and a natural defensive screen against planetary bombardment. It 
does interfere with the smooth operation of most automated or computerized systems requiring additional effort to shield 
them against its effects. The field itself acts as a harmonic resonator allowing cultural broadcasts to radiate outward 
with much greater clarity reaching far deeper into surrounding space. Researching "Barrier Fields" will eliminate the 
disruption to Manufacturing.  

Robot Wasteland (Extreme*Very Rare*

  • -80% from colony maintenance costs
  • +50% to Social Manufacturing
  • -50% to Growth
  • -50% to Food

    After Researching "Planetary Defense Domes"

  •         0 to Food
  •         0 to Growth
  •         -30% from colony maintenance costs (V1.1 Raised to -50%)

Some mad precursor race left their robotic servants to run amok on this world. Whatever their original purpose they are 
now a hazard to all life, they rampage about trampling crops and colonists alike. On the other hand the instant any 
construction project is begun the robots pitch right in and complete it in record time. Additionally it appears the 
robots sneak into the settlements at night and repair structures and equipment when no one is looking as very little 
maintenance is ever needed on this world. Researching "Planetary Defense Domes" will eliminate the threat to the 
colonists but will also drastically impact the beneficial maintenance reduction. 

Precursor Industrial Center (Extreme*Very Rare*

  • (High quality planet)
  • +75% to Production Points
  • -25% to Growth
  • -25% to Food (Research "Lossless Farming" to eliminate)
  • +50% to Trade Route value

A world covered in Precursor Industrial manufacturing systems. These systems are capable of rapidly manufacturing nearly 
anything and even when undirected they endlessly churn out consumer goods in vast quantities. Unfortunately while there 
is plenty of space to build none of it is particularly useful for growing crops, or people for that matter. Researching 
"Lossless Farming" will eliminate the penalty to food production but does nothing for the danger the machinery poses to 
the population. 
  
Precursor Military Complex (Extreme*Very Rare*

  • +80% to Military Manufacturing
  • +85% to Planetary Defense (V1.1 lowered to 50%)
  • -50% to Food (Research "Lossless Farming" to eliminate)
  • +10 to Empire wide Logistics Cap

This entire world is one gigantic Precursor Military Base. Its massive dockyards provide significantly increased 
logistical support to fleets, while the military bases and bunkers all over the planet provide peerless planetary 
defense. The advanced shipyards are capable of rapidly constructing nearly any ship. Unfortunately all of this comes at 
the price of very little arable land. Researching "Lossless Farming" will eliminate the penalty to food production. 
 
Desolate Planet (Extreme*Uncommon*

  • +50% to Manufacturing
  • +50% to Research
  • -50% to Food
  • -25% to Growth

    After Researching "Extreme World Colonization" or with the Adaptable trait.
        0 to Food
        0 to Growth
A completely Desolate world makes a miserable place to live but is excellent for manufacturing research and mining. 
Adaptable races and those who have researched "Extreme World Colonization" will find living conditions far less 
miserable. 

Gaian Planet (Extreme*Ultra Rare*

  • (Very high quality planet)
  • +25 Base Approval (V1.1 lowered to +15)
  • -75% to Growth (Researching "Bio Replication" changes this to +3 base growth)
  • +100% to Food (V1.1 lowered to +20%)
  • +20 base Food

Verdant and green, on this world all lifeforms thrive and grow at a phenomenal rate. Every inch of the planet is covered 
in verdant edible life, unfortunately the local fauna counts your colonists amongst the edibles. Despite being eaten by 
the local environment on a regular basis the planet induces a sense of wonder and happiness in all who dwell there. 
Researching "Bio Replication" will allow you to modify your colonists to become one with this amazing biosphere. 
 
Crystal Wasteland (Extreme*Uncommon*

  • +100% to Research
  • -75% to Approval (Researching "Neuro linking" changes this to +25% Approval)
  • -25% to Food
  • +200% to Influence (V1.1 lowered to 75%)

The crystals covering this world are phenomenally valuable for research but generate a psychic background hum that 
causes migraines. The crystals are so abundant they leave little room for cropland. While the psychic resonance is 
difficult to live with it does transmit the populace's subconscious desires deep into space around this world spreading 
your cultural values to other planets with little effort. Researching "Neuro Linking" will actually yield a net gain in 
approval as your population gains low level empathic abilities from the psychic resonance. 

Precursor Research Center (Extreme*Ultra Rare*

  • +250% to Research
  • +75% to the quality of diplomatic trades.
  • +2 to Diplomacy

This world was a major research hub for some long forgotten Precursor race. Even better their computers and research 
labs were so ruggedly built they are still operational. Deciphering their ancient knowledge may take generations but it 
still provides phenomenal bonuses to research. As a side benefit the planetary supercomputer is capable of providing 
detailed analysis of the motives of your enemies, allowing your diplomats to broker far more lucrative deals on your 
behalf. 

In case you missed it at the top here is the LINK.

P.S.  Check out my other mods HERE.

188,341 views 61 replies
Reply #1 Top

Ok some feedback, number is counting down from the top of the list one by one.

 

1. Given the downside and very rare nature, acceptable but strong.

 

2. Sort of on the fence, this needs some kind of nerf but i'm not sure by how much or where.

 

3. Much too powerful, kill the approval benefit and cut the defence boost in half and this might be balanced. +% food is the most powerful modifier available by far.

 

4. No. Just No. One of the key points about the existing worlds is that they're always positive overall.

 

5. You could maybe buff one of the positives here given how harsh -% Food is, but it's passable.

 

6. Again much too strong, drop one and bring the rest down to 25% maximum.

 

New Extreme planets next:

 

1. Again the bonuses are far too high, -% growth is far and away the lowest effect weakness.

 

2. Drop the Influence bonus and this is balanced.

 

3. The base food negative needs a cut in half IMO and i'd adjust the change on research heavily as it's effectively worse to get the fix than to leave it as is even with the -50% effect.

 

4. Cut the Trade Route advantage in half and this will be fine.

 

5. Oh boy, anything over +25% Planetary defence will always be insanely powerful, if someone can stack a single planet above 150% base planetary defence they become immune to invasion. With this a single lone Elerium Defence Shield will make the planet completely unassailable.

 

6. Perfectly Fine.

 

7. Again +% Food is much too powerful at these magnitudes and -Growt is nearly non-existent in it's effects. Also +20 raw approval is too much, +20% would be fine and the +20 raw food combined with the multiplier is way too much. Drop the percent food and change the approval and this would be fine.

 

8. The Influence benefit is a bit too large, cut to 100% and this would be fine

 

9. No downsides and the benefits except for diplomacy are all too large by a factor of at least 3.

 

 

A General Point. You've got too many of them eliminating penalties via techs outside of the normal set for this. the whole point from a balance poV of using specific unique techs for the extreme worlds penalties is to force you to choose between making your extreme worlds better or making some other aspect of your empire better. Subverting this is bad, bad, and badder. In the same vein only the Iconians get the ability to turn negatives into bonuses. Again this is a very bad balance issues because it subverts one of the iconians key unique abilities.

Reply #2 Top

Love the concepts, needs some balance work. Are you using the world builder to make the in-game assets look like what they represent?

Reply #3 Top

I hear ya, and agree on some points disagree on others.

To put it simply yes some of these worlds are overpowered, and that is ok because this mod isn't about balanced worlds for that you want something like Hereward's Planet Traits.

My mods aren't about strict balance but fun gameplay. I try to keep things from simply being an I WIN button but overall they are never going to be strictly balanced because they are meant to give the player that "OMFG I gotta have that" shiver and squee of delight when they get it.

However don't take that to mean I disregard your input, I am looking over the notes you have given me and you have some good valid points.

One counter argument I will make regarding using non standard tech unlocks, these are not standard worlds by any means and the most common of them is ten times less common than the worst extreme worlds.  That being the case coupled with the fact that these planets are in no way intended to play into the normal choices between extreme world techs or not I think the tech unlocks are just fine.

2. you are prolly right needs a bit of a nerf but its pretty rare only saw like 5 total on an insane map, may let it cook a bit and revisit

3. I admit I wasnt aware that high planetary defense was such a bugger, so yeah nerf that, the food bonus goes hand in hand with the approval bonus as food without the approval isnt very inviting though at the same time low approval frankly is not a major issue as it is so easily ignored in favor of other bonuses. If approval worked like it does in other games and led to the loss of planets it might be more of a concern.

4. nah not gonna budge on that one, mineral poor planets and such have always been a major part of 4x games and I was disappointed GC3 had none.  Its not like the planet isnt worth having just not a garden spot.

5. Yeah I like how mountainous turned out.

6. Yeah being as the food buildings give flat food bonuses I can see where % based food bonuses are OP.  approval is rather weak is is but as tourism is too easily bypassed entirely I'm not sure how OP that really is, the Influence bonus... yeah prolly too much as influence plays too large a role in the game as it is.

Extremes

1. calling this very rare is an understatement  you'll see maybe 2 on an insane map, the influence bonus needs nerfed yeah.  The growth penalty is really quite strong as short of shuttling people in with colony ships it makes the planet take forever to grow. This planet Gaian and the precursor worlds are intentionally OP. But yeah some nerfs are in order

2.Yeah influence needs to come down.

3. keeping in mind that the maintenance effect is a reduction in maintenance costs, so really a bonus, do you think it really is worse to only get a 30% reduction to maint in return for removing the food and growth penalties? after all the maintenance bonus is only effective for the local planet costs.

4.I don't see the trade route value as being all that big when laid in line with the possible planetary improvements values.

5. yeah I can see the point about the planetary defense OTOH it should remain fairly robust as the place is meant to be an OP precursor fortress.

7. this is one of the UBER planets and again crazy rare, OTOH the food bonus does need pared back a fair bit.

8.yeah I agree about the influence

9. yeah gonna hafta give this one some serious consideration, it is so rare I ran through 5 insane maps and saw one single one of these twice but I'll ponder on it.

Reply #4 Top

Ok I clearly missed something somewhere, World Builder what???

What is this thing you speak of and I will certainly attack it.

Reply #5 Top

Ahh you needed to be clearer on the rarity factor. I took Uncommon to be T1 extreme world rarity, (barren e.t.c.), and Rare to be Tier 2 Extreme Worlds, (Radioactive et al), rarity. If they're that rare there's room for more power. I'd still say there's some real issues with any massive influence bonuses or any defence boost over 25% as its allready fairly plausible to hit 100% defence or slightly more as is, add in the Meleveloant tree and you can create a world that flat out cannot be conquered under any circumstances without needing a perfect world layout.

Reply #6 Top

Version 1.1 uploaded Changes are as follows

Cavern Complexes
+50% to Approval (v1.1 lowered to +20%)
+50% to Planetary Defense (v1.1 lowered to +20%)
+75% to Food (V1.1 lowered to +25%)
+50% to Resistance (v1.1 lowered to 30%)

Paradise Planet
+50% to Approval (V1.1 lowered to +20%)
+25% to Food (V1.1 lowered to +15%)
+50% to Tourism (V1.1 lowered to +25%)
+50% to Influence (V1.1 lowered to +25%)

Planetary Megacity
+50 base Food (V1.1 lowered to +30)
+50% to Influence (V1.1 lowered to +20%)
+30 base Approval (V1.1 lowered to +10)

Dense Core (Extreme)
+50% to Influence (V1.1 lowered to +25%)

Robot Wasteland
After Researching "Planetary Defense Domes"
-30% from colony maintenance costs (V1.1 Raised to -50%)

Precursor Military Complex
+85% to Planetary Defense (V1.1 lowered to 50%)

Gaian Planet
+25 Base Approval (V1.1 lowered to +15)
+100% to Food (V1.1 lowered to +20%)

Crystal Wasteland
+200% to Influence (V1.1 lowered to 75%)

Reply #7 Top

For edification amongst the extreme worlds the lesser ones are RelativeWeight 18 while the toxic and radioactives are 23

The RelativeWeights for Extreme worlds in Planetary Diversity are

Uncommon at an 8

Rare 4-5

Very Rare 2-3

Ultra Rare 1

The normal worlds are weighted separately and because they don't operate off the Extreme world control they are inherently more common but an Ultra Rare is still a 1.

Sorry for any confusion, when I say these are rare I mean extremely, they are intended to be a bit like treasure chests.

When I found the Precursor Research Center world twice out of 5 insane maps that was with extreme worlds turned up to abundant and I have my mapbase set back to 1600.

Reply #8 Top

No worries, also don;t panic about resistance so much. resistance just determines what percentage of the planetary population will fight, defense kills of the listed percentage of the attack forces before combat is resolved, (invasion types can apply upto a -50% penalty). So resistance can just make a world hard to conquer. Defence can just flat out make it impossible.

Reply #9 Top

Ahhh good to know, wasnt quite sure how exactly it worked, I usually just pile like 9 units into each invasion and usually it works just fine.

Mostly I just destroy invasion ships before they reach my worlds and when I dont they mostly steamroll me.

Reply #10 Top

Ahhh good to know, wasnt quite sure how exactly it worked, I usually just pile like 9 units into each invasion and usually it works just fine.

Mostly I just destroy invasion ships before they reach my worlds and when I dont they mostly steamroll me.

 

Pretty much the same.

Reply #11 Top

Nice idea. Since your mod is compatible toward Hereward_Hills Planet Traits mod, I'll try them together. 

BTW, is it possible to get Methane worlds as home system with your mod? In my Alliance-Union universe faction mod I do have some methane based races I'd like to place on such a planet. 

This could be done with Planet Traits or as special with your mod probably. 

Reply #12 Top

I think you are confusing Planetary Diversity with Hereward's Planet Traits, as this mod doesnt contain gas planets at all.

Reply #13 Top

@Deathwynd

Only on first view I guess. Both seem to offer a way to get a 'methane homeworld' into the game. Planet Traits show up direct way, while Planetary Diversity might give a route to alter specific single planets. I do not claim it would be allready possible, but it's thinkable to me. I could think about a methane planet callsign bound toward only colonizable with a specific 'faction trait methane'. Just an idea right now...

Reply #14 Top

Cant use the racetrait option in PlanetTraitDefs.xml unlike you can for improvements or shipcomponents etc, its not supported by the XSD, so no way to use racetraits to unlock anything in planets.

Reply #15 Top

Quoting Skukkuk, reply 13

a way to get a 'methane homeworld' into the game

Hi Deathwynd, hope you don't mind me commenting here. Like you mod by the way, is having fun playing it.

In my own flavour of the Aziuban Conclave race, that I converted from a single faction file to a full xml mod, I gave them a Thin Atmosphere world, as per their description.

Aziuban_PlanetDefs.xml

  <Planet>
    <InternalName>PlanetAziuban2</InternalName>
    <DisplayName>PlanetAziuban2_Name</DisplayName>
    <PlanetType>Habitable</PlanetType>
    <PlanetClass>10</PlanetClass>
    <PlanetTrait>ThinAtmosphereWorld</PlanetTrait>
    <ArtDefine>GenericWorld</ArtDefine>
  </Planet>

So for you own custom race give them a PlanetTrait of GasWorld and it should work.

Reply #16 Top

@Hereward_Hills

Thx, switched back to your thread. :P

 

@Deathwynd

Sad to hear, anyhow keeping that idea in mind. 

As for the Precursor planet, it seems the AI isn't heading for. Got a game where the Precursor planet was only 2 systems away from Drengin homeworld and they didn't grab it for more then 100 turns but attacked me some systems farther away. PlanetClass 40 should start a race for it. Probably you could 'hide' the planet like those class 10 you gain from benelovent tree and somehow announce it to all factions. Could bring in some dynamic gameplay.

Reply #17 Top

Hrm I don't monkey with the AI much and tbh been modding so much lately havent had much time for gameplay.

Depending on the world the negative might be enough to weight it such that they ignore it, both the Industrial and Military precursor planets have negative food so that might be whats happening I'll do a long soak when I get home today and see what the AI does.

In the little bit of testing I had done previously they snatched up all of the new planets ASAP, I wonder if converting those to Extreme changed things.

Reply #18 Top

When the map is first generated each world is assigned an 'ocean background' depending on it's type and then depending on its quality various 'continent stamps' are placed. This is what I meant by world generator. Not sure if it's moddable at all though.

Reply #19 Top

yeah to my knowledge actually modifying the planets is doable but really finicky so atm I simply assigned them art kinda similar to their type, when i can get a better handle on modding world graphics I'll spend some time polishing that aspect thoroughly.

+1 Loading…
Reply #20 Top

the mod is tested and working as of Game version 1.1 release.

Reply #21 Top

Just a heads up Deathwynd. As of last nights final update to the opt-in of v1.1, prior to it's release today, there has been a change to the target for TradeRouteValueRaw from Colony to TradeRoute.

<EffectModifier>
      <EffectType>TradeRouteValueRaw</EffectType>
      <Target>
        <TargetType>TradeRoute</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.25</Value>
    </EffectModifier>

 

Reply #22 Top

Ahh ok when I checked my files I didnt see that change probably cause I'm not modifying the original file anymore.

Thanks for the heads up man, appreciate it.

Reply #23 Top

Ok latest version is now up on Nexus.

Begin V1.2
(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1
End V1.2

Reply #24 Top

New Version uploaded just to fix a small mod conflict.

Begin V1.3

(Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods.
End V1.3

Reply #25 Top

wrong thread