This page was last updated on 26 November 2017, 1:14AM
Changelogs
Version 1.6
(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.
Version 1.5
(Fix)Recoded extreme planet modifiers as they were not engaging correctly when techs became available, now working.
Version 1.4
(Fix)Switched all <ColonizationPrerequ> from ColonizationTech to TechTree so Yor and Drengin will start using them. Credit goes to BuckGodot for catching that one!
Version 1.3
(Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods.
Version 1.2
(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1
Version 1.1
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%