About this mod
Expands upon the variety of planetary types available in game with an append style mod
- Permissions and credits
- Changelogs
Welcome to the Planetary Diversity Mod. v1.6 (This mod is version agnostic and should work regardless of game version.)
*Major UPDATE Version 1.6 please update your version immediately!* This version is for the 1.2 Opt-In or later
If you are not running the 1.2 opt-in or later please use the 1.5 version of the mod.
Note: See Changes above for change log.
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.
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
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
as providing valuable gems and minerals for trade.
Cavern Complexes *Rare*
- +20% to Approval
- +20% to Planetary Defense
- +25% to Food
- +30% to Resistance
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
manufacturing, limits trade and provides little material of monetary value.
Mountainous *Uncommon*
- +25% to Income
- +25% to Tourism
- -25% to Food
- -25% to Approval
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)
- +20% to Approval
- +15% to Food
- +25% to Tourism
- +20% to Influence
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)
- +30 base Food
- -50% to Growth (Research "Population Enhancement" to eliminate)
- +20% to Influence
- +10 base Approval
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
- +25% to Influence
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
0 to Food
0 to Growth
-50% from colony maintenance costs
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 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
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
- +50% to Planetary Defense
- -50% to Food (Research "Lossless Farming" to eliminate)
- +10 to Empire wide Logistics Cap
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
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)
- +15 Base Approval
- -75% to Growth (Researching "Bio Replication" changes this to +3 base growth)
- +20% to Food
- +20 base Food
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
- +75% to Influence
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
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.