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Additional planet traits and slight modifications of stock planet traits. Version 2 introduces Almost Extreme planets; planets that are colonizable like ordinary planets but, like extreme planets, can be improved with the appropriate technology.
Almost Extreme PlanetsGas World, Oceanic World and Tundra World are almost extreme planets. Though they are colonizable like ordinary planets, they carry a production penalty like extreme planets and are governed by the extreme planet settings in the game options. All three planets can be improved with the discovery of Extreme Colonization and Adaptable races benefit from the improvements straight away.
Gas World
Rich deposits of methane gas make this planet ideal for manufacturing, but the greenhouse effect on the atmosphere makes it barely colonizable.
Oceanic World
Massive oceans and small continents make this planet barley colonizable though it is ideal as a tourist resort with an abundant stock of marine life.
Tundra World
Permafrost makes this planet barley colonizable though it's wealth of migratory herds and predators attracts tourists and researches alike.
Additional Ordinary PlanetsJungle World
Hot and humid with dense jungle undergrowth and shallow marshland, manufacturing and farming are difficult, but the flora and fauna are amazing and the terrain aids resistance against invasion.
Twin Moons
Romantic views planet side give a boost to tourism whilst traders can more readily transfer cargo.
Primordial World
The oceans are teaming with diverse primitive life forms yet the land is dry and rocky due to a lack of vegetation.
Stock Planets
Planet Diversity Mod by Deathwynd
This mod is fully compatible with Deathwynd's Planet Diversity Mod.
Pleasure Planet Mod by DumhedIf you use Dumhed's Pleasure Planet Mod then I would recommend making this planet truly anomalous by tweaking it's relative weight.
If you wish to use this mods planetary features and improvements whilst using Deathwynd's Paradise Planet rather than Dumhed's Pleasure Planet then set the relative weight to 0.
Version History
Credits
Thanks to Vidszhite for his inspiration with creating the Almost Extreme Planets, Franco fx for the re-imagination of Tundra World and everyone else for your comments and support.
See Also
Looking good. Thanks for the upload!
More an observation than anything else, but I find it ironic that Frozen Worlds will eventually be better than Tundra Worlds in this mod.
I did experiment with getting the extreme xml stuff to work with non extreme planets but it didn't work. It appears that the hard code only uses extreme xml stuff when IsExtreme is set to true. Shame because the marginal planets of Gas, Oceanic and Tundra could all have benefited from extreme colonization. Still looking for a work around.
Yeah, I hate how rigid this game is with extreme worlds. My custom faction wouldn't be compatible with this mod on the sole fact that to get it working the way I want, I had to change the default extreme worlds. Fortunately, making our mods compatible would be trivial. I just have to edit your XMLs to include my Veluszhi techs.
I know how to fix tundra worlds. Make them IsExtreme and set the colonize prerequisite to ColonizationTech, and the upgrade to basic Extreme World Colonization.
Thanks Vidszhite, I shall have a play with that.
Even better, I just got another idea -- make the upgrade pre-requisite the Stat CanColonizeExtremeWorld. That way, adaptable factions start the game with these worlds fully unlocked, making them neat "Tier 0" extreme worlds.
These look like good stuff, definitely gonna give it a try
Looks great, I have d/l and installed.
I agree that gas planet colonization should be extreme since you can't live on the planets surface. I am fine with Your oceanic and tundra being habitable. I have never understood a water world being extreme. It is just limited with pros and cons.
In the case of the tundra world, it would be interesting to reduce the food penalty, and add some tourist income based on the presence of that world's version of Elk and other herd animals, as well as large Tundra predators also suitable for hunting. No doubt the Drengi would flock to the planet for a chance to land a trophy predator.
You would probably need to cut the tourist income for Benevolent.
That's a good point to reduce the food to -25% by taking the fauna into account. There are already a lot of planets that give tourism bonuses but as you say some races may like to hunt and I suppose for other races there would be good skiing and tabogging.
Hereward, this looks great. I love variety. Lol, this will be the first MOD I've attempted to use.
Thank you. I am currently making some major changes to this mod, as per the modding tips from Vidszhite, so please come back when I'm done.
Perhaps you should add the following types of worlds:
These worlds should be quite rare - on an Insane map with 1500 habitable planets, perhaps 25 of each should exist.
Interesting, I'll have a ponder.
Well Vidszhite I had a go and it did work, but, the other ExtremeTypeModifier's didn't kick in when their appropriate techs where discovered. Did some experimenting and it turns out that you can set Prerequ Techs with no problem but Prerequ Stat halts any further updates.
Tis a shame as I tried CanColonizeExtremeWorld to remove the production penalty and then I wanted ColonizationFocus# to bring in the bonuses for the particular Focus# researched. Only option is have the Oceanic fully inherit Aquatic, Tundra fully inherit Frozen and Gas fully inherit Toxic so adaptable racial trait races will have no advantage with these Almost Extreme planets.
Well Vidszhite I had a go and it did work, but, the other ExtremeTypeModifier's didn't kick in when their appropriate techs where discovered. Did some experimenting and it turns out that you can set Prerequ Techs with no problem but Prerequ Stat halts any further updates.Tis a shame as I tried CanColonizeExtremeWorld to remove the production penalty and then I wanted ColonizationFocus# to bring in the bonuses for the particular Focus# researched. Only option is have the Oceanic fully inherit Aquatic, Tundra fully inherit Frozen and Gas fully inherit Toxic so adaptable racial trait races will have no advantage with these Almost Extreme planets.
That's odd, because according to the devs one should be able to create your own extreme worlds pass the core five. I'm not entierly sure what you're doing with these stats (away from my box that can go in to the Wintel partition I have GC III installed to get a great look at things), but it sounds like a bug if you can't create your own extreme wolrds, with unlocking the full benefits when you want them to.
Probably not fully understanding what's going on here (wouldn't be the first time ), but perhaps you should flag the devs about this when they get back from their summer break.
EDIT::::
Is it possible to make it so all factions get AlmostExtremeWorlds as a free trait? Or a zero cost ability? My thinking is to have a mod where it modifies the planet list and the base factions. Have it so it grants TECH_ALMOSTEXTREME_LVL 1 for free, then make it a separate tech to get Lvl 2. More than one way to skin a cat, after all.
In v1 these are ordinary, not nice planets.
What I'm now working on is these Almost Extreme planets use extreme xml but because the initial prerequisite is ColonizationTech they are available as ordinary planets to everyone. Whith extreme colinization, and following techs, they then gain the bonuses of extreme planets. If you focus on Aquatic then the Oceanic plants inherit the same bonuses, and so on.
The new version of these planets have the negative production penalty just like the real extreme planets. By popping in the state CanColonizeExtremeWorld I can remove this penalty for Adaptive races but they still need to focus the extreme colinization to gain any positive bonuses. Only this does not happen, for some reason using the state rather than a tech prerequisite upsets the update process. Yes I would say it is a bug so for now Adaptive races will have to wait until they discover extreme colinization to remove the negative production penalty across the three new almost extreme planets, just prior to focusing on which one to gain the positive bonuses. Only problem there is that the negative production gets removed for non adaptive races also. I can't quite work out how to give adaptive races an advantage whilst working around the bug.
I'm disappointed in your decision to not just give the whole bonus at once from CanColonizeExtremeWorld, since these worlds are not really extreme, just "almost" extreme. I argue that Adaptable races SHOULD get the bonuses straight away, because the extreme worlds follow a pattern: it's either -50% production or normal production + a bonus. Since these planets are not very harsh, Adaptable races should just be able to use the planet's full potential straight away, just like the Terrans can use a Thin Atmosphere planet straight away.
Right now, Adaptable is a very marginal trait, since Adaptable races can't even use the full potential of extreme planets until deep into Age of War anyway, they only get one spec just like everyone else, and they have to research a useless tech to get there as well (Extreme World Colonization). The only benefit they get is that they get to claim them sooner.
By changing it so that CanColonizeExtremeWorld is the whole enchilada, you simplify how every race interacts with almost-extreme worlds and give Adaptable a good reason to like their own trait. You also make basic Extreme World Colonization a more exciting tech to research, because right now it isn't exciting thanks to the crippling production penalty. By having it fully unlock three planets, that's a nice incentive to go for it. Adaptable still have useless Extreme World Colonization, but at least the trait gives a clear use early on. That's something the devs will have to fix later, since our only alternative is to over-write every single tech tree, which just isn't a good idea.
Additionally, what if you have lots of Gas planets but no Toxic worlds? Lots of Tundra but also lots of Aquatic worlds? Now you've made the decision harder to make, and more painful besides. Most people will likely go for the Aquatic instead of giving Tundra a bonus in that situation, so the Tundra world might as well just be another blank planet. That's not what we want at all.
Tying the trait bonus on these semi-extreme worlds to the CanColonizeExtremeWorld stat is the best move for all parties involved. I know it's sometimes hard to give up on your original vision, as I had to do at times with my custom faction, but along the way you start to realize that if you let go of the more rigid ideas and give in to what's simplest, the end result is often more fun anyway, which is another lesson I had to learn the hard way. I saw your mod and wanted to use it, so I re-designed my custom faction so that I didn't need to over-write the base planets, which I had wanted to avoid, but found inevitable. The end result was actually much better than it was before, and I even gained some flexibility when I wanted to nerf it. I think it'll even be ready for a full public release soon. My AI mods have taken up most of my time lately. Turns out the AI can be quite a fighter when you teach it how to do things correctly.
I can't quite here your disappointment, shout a bit louder. [Sarcasm, please don't take offense, lol]
I was following the line of get the Extreme specialization and get one set of bonuses, just like with the proper extreme planets, adaptive or not. Advantage to the adaptive races would be to initially lose the production penalty across the three planets (which don't work without shutting down further updates).
But as you've pointed out; by giving all adaptive races all bonuses initially and allow non adaptive races to get all bonuses when they discover Extreme Colinization balances their big advantage off having all the bonuses initially whilst working around the bug at the same time.
The only problem being is that there is a further update of extreme planets, UltimateAdaptability (including positive production points), which wouldn't kick in for the adaptive races because of the CanColonizeExtremeWorld state bug. By rights, if the adaptive races get all extreme bonuses initially then it would only be fair to give them all Utlimate bonuses when they discover Extreme colinization but no further updates can happen once the CanColonizeExtremeWorld state has been used.
Unless, no one benefits from UltimateAdaptability with these almost extreme planets, at least not until such time as the CanColonizeExtremeWorld state bug is squashed.
Vidszhite, I look forward to your thoughts.
Hereward, this is a great expansion. Thank you for your effort. may I ask a question? Please don't take this as criticism, merely an observation. You only give "Soldier" bonuses to cruel/evil tenancies. Would you consider a "Warrior" type choice? I'm not really sure where you might place it...maybe +.1 Soldier on Opportunistic? I realize it's not the best example, but my thoughts keep coming back to an honorable, warrior race. Can't bring myself to chose "Cruel" for, say... the Jedi, or even the Arceans. What do you think? Thanks for all your effort.
Sorry wpkelley41 but I don't follow. None of the planet traits are relative to personality traits. The Jungle planet gives 25% resistance but that applies to all personalities.
Lol, sorry Hereward. I got my MODs mixed up. Please disregard. Your Mod is excellent.
Keep in mind Ultimate Adaptability is a tech only the Iconians get.
And since the effects of that tech don't apply to the non extreme worlds I don't really see any reason they should apply to your less extreme versions.
Technically if they have a tech that makes them so adaptable they get bonuses to extreme worlds you would think it would apply to every world but since it doesn't I would suggest not worrying about it.
Is this mod compatible with the Planetary Diversity mod? It would be excellent to play both of these together.
https://forums.galciv3.com/468134/page/1/
Yes they are, Planetary diversity is mod and version agnostic as it doesn't change any base game files. Unless by random chance we have both named something the same and that is highly doubtful.
Major tuning update coming out shortly for Planetary Diversity as some glaring balance issues have been pointed out.
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