Download Link: http://steamcommunity.com/sharedfiles/filedetails/?id=691067598
Hello all!
I've been working on this mod for a week or so, and it's finally ready for some playtesting! Give it a try and let me know if you have any feedback
HABITABLE PLANET DIVERSITY
Hello all!
I've been working on this mod for a week or so, and it's finally ready for some playtesting! Give it a try and let me know if you have any feedback
HABITABLE PLANET DIVERSITY

CURRENT VERSION 1.0
-updated for 1.1.0!
WHAT IT DOES:
1) Prevents Gaia planets from being randomly generated (they will still appear when scripted to do so). While I liked the idea of good planets that everyone would fight over regardless of planet preference, I found the implementation (100% habitability for everyone?) to be slightly ridiculous.
2) Created new planet class "Temperate." Temperate planets serve the same role as Gaia planets did. (Everyone gets 80% habitability here) It's still really good, but not better than planets of your homeworld type...
3) Each of the original 7 planet types has been divided into "Class I", "Class II" and "Class III" versions with decreasing habitability levels. Class I planets of the same type as your homeworld will now give 100% habitability. Class II and class III will give 80% and 60% respectively.
4) Class I planets of the adjacent planet type on the habitability wheel will now be 80% habitability. Class II will be 60% and class III will be 20%. For planet types two steps away, Class I will give you 60% and class II will give you 20%. Hopefully by now a pattern has emerged... if not, please refer to the handy picture I will shortly be attaching![]()
5) Altered the spawn chances of these planet types so that the likelihood of spawning class I planets is lower than spawning class II or III planets. Overall chance of habitable planets spawning should be unchanged, however.
6) Slight change to colonization technologies to make it more likely to find the tech for colonizing adjacent planet types. For instance: if you are continental, it will now be easier to get tropical or ocean colonization tech. I also made it possible to get colonization techs for opposite planet types (at greatly reduced chance) even if you don't have pops in your empire with that preference.
7) Class II and III planets can be terraformed to class I and II, respectively.
8) Altered system initalizers so that you now get a random habitable planets spawned near you rather than automatically getting Class I planets.
WHAT IT WILL SOON DO:
-Any excellent and reasonable ideas that folks have to offer![]()
NOTICES:
-This is a beta version and the possibility exists that you may find bugs or balance issues I have not yet seen. Please let me know so I can fix it!
-While I can't guarantee it, this mod should be compatible with most other mods that do not alter any of the following:
-Planet types or chance of planets spawning (stored in 00_planet_classes.txt)
-Most society technologies (basically everything stored in 00_soc_tech.txt)
-Tile blockers (stored in 00_tile blockers.txt)
-Habitability Traits (00_habitability_traits.txt)
-Random empire initializers (empire_initializers.txt)
-You are free to use this mod in part or in whole in your own mod. If you do, I'm flattered, but please be sure to credit me on your mod!
And that's it!
Enjoy the mod![]()
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