Download from Nexus
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
Awesome, yes, I did work this out just before falling into my bed and obviously I forgot by morning.
Yes they are, as Deathwynd points out. I'm finishing my testing of v2 and I'm so looking forward to playing them both together myself.
Download Version 2
Version 2 introduces Almost Extreme planets; planets that are colonizable like ordinary planets but, like extreme planets, can be improved with the appropriate technology.
Great Idea, will test soon.
BTW, is it possible to choose 'gas planets' as home planet too with your mod?
Hereward, do we replace version 1 with this...delete it? Or do we use them together? Thanks
I've not tested for that but I don't see why it wouldn't work.
Version 2 replaces version 1 so use one or the other, not both.
Thx for the info
Well, that's quite promissing to me, thx.
BTW, the Precursor planet seems 'a bit overpowered', don't you think?
Skukkuk I think you have confused this mod with Planetary Diversity which is where you will find the Precursor planets.
And yes they are very powerful by design but also very very rare.
@Deathwynd
Thx the notice, yeah seems I mixed 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.
Ah...thx Hereward_Hills, very helpful. Will give it a try the other days...
It's not totaly compatible industrial world needs to be changed or remove to work with the other planet trait mod.
Hey just wondering can you do something about that class zero planets. If possible this would be great replace them with your gas planets.
While it would be possible to eliminate the dead worlds entirely they cannot in fact be replaced as the deadzone orbital lane does not spawn anything but dead worlds and resources.
Upon what do you base your claim that my industrial world is not compatible?
I just reviewed the two files and there isnt anything whatsoever in either that conflicts.
Version 2.1, minor update for release of GalCiv3 v1.1, is now available.
I am using both mods I originally got an error duplicate industrial world names. Unless I don't mind ignoring this message everytime I had to change someone planet traits file. I used the other guys, and eliminated the industrial world. Other wise I could ignore the error on loading.
You are using something other than just these two mods cause there is no duplication not sure where the problem is coming from but it's neither of the planet mods.
I can confirm that I'm also using both mods and I haven't had any conflicts and there aren't any industrial worlds in my mod. Sorry I can't be of more help.
Hereward, are you going to add in ideology-based planets? It would be great to see a source of ideology points that doesn't require continuous colonization.
So far this mod only adds natural planets. I have given it some thought about planets that generate ideology points.
In multiplayer games humans will have the sense to colonize ideology planets that favour their game plan but the AI, I doubt, is programmed for that. They will probably colonize any and all the planets regardless. I know nothing about modding the AI.
There are already buildings that generate ideology points available from the ideology tree so generation of ideology points does continue when the initial colonization phase has completed. For the AI this is relative to it's programed decisions when previously colonizing planets and building ideology point generation improvements, rather than randomly colonizing ideology planets.
If I where to tackle your request I would do so as a separate mod as it may appeal more to multiplayer gamers rather than single player/AI gamers.
So far this mod only adds natural planets. I have given it some thought about planets that generate ideology points.In multiplayer games humans will have the sense to colonize ideology planets that favour their game plan but the AI, I doubt, is programmed for that. They will probably colonize any and all the planets regardless. I know nothing about modding the AI.There are already buildings that generate ideology points available from the ideology tree so generation of ideology points does continue when the initial colonization phase has completed. For the AI this is relative to it's programed decisions when previously colonizing planets and building ideology point generation improvements, rather than randomly colonizing ideology planets.If I where to tackle your request I would do so as a separate mod as it may appeal more to multiplayer gamers rather than single player/AI gamers.
I guess that's true; the AI seems to gain ideology points passively and never tries to get them really. But even so, ideology points come slowly in any game to the point of being somewhat irrelevant following the early game.
Xitak Commune and Planetary Diversity both use a planet trait, IndustrialWorld.
Ahh good catch thanks man, I'll just make a little edit that will fix that.
I'm actually using several mods when they are compatible thanks for finding the problem. Sorry about having the wrong mod. I'm using the xtack race too. It's more, or less built around the insane abundant mod.
There are many great features available to you once you register, including:
Sign in or Create Account