!ExOverhaul 1.9: Planets Enhanced

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Author: ExNihil

Last revision: 17 Feb, 2018 at 14:05 UTC (8)

File size: 1.03 MB

On Steam Workshop

Description:

ATTENTION: This mod is a legacy mod for 1.9 and it will remain so. A new version of this mod is in the works, and will be published seperately.

This mod is a planet enhancement mod. Its aim is to make planets more interesting while preserving the vanilla paradigm. It plays well with other mods, but is intended to offer players who want it a vanilla feel while expanding on both mechanics and content.

Mod Features
  • 25 Strategic Resources: 10 orbital resources, 6 planetary resource, 6 unique resources (1 planet per type) and 3 vanilla resources that are converted from being orbital to be planetary.
  • 15 planetary buildings, 6 of which are unique (1 per galaxy) buildings.
  • Special planet modifiers for Gaia, Ringworld and Tomb planets.
  • An optional feature (you can turn this on/off) called "Cybertronic Worlds", which reworks Machine Worlds into a special megastructure.
  • A unique spawn engine that works on top of the vanilla initalizers. As a result this mod is 100% compatible with all mods and especially all planet mods. You can run this mod with real space, planetary diversity, immersive galaxy, Gulli’s planet modifiers and so forth with no need of a compatibility patch, or any possible conflict.
  • Full savegame compatibilty – you can load this mod into a savegame started without it and you’ll still get the full functionality of this mod!
  • A novel terraforming mechanic: (a) when terraforming a planet below 23 in size, there is a 50% it will increase in 1 tile, 40% for 2 tiles and 10% it will increase in 3 tiles. When terraforming a size 23 or 24 planet, there is an 80% chance it will increase in 1 tile, and 20% chance it will not increase in size. This function will work only the first time a planet is terraformed to prevent abuse. (b) Terraforming adds a special planet modifier: This modifier gives a small +5% habitability / +5% border extrusion bonuses. It reflect the fact this planet’s ecology and geosphere has been optimized, as well as the long term influence impact of such a monumental undertaking. (c) Terraforming removes almost all negative modifiers from a planet (including the Abandoned Terraforming modifier). The exception to this are the modifiers Tidal Locked, High Gravity and Mineral Poor, which cannot be removed for conceptual reasons (e.g. tidal locked means this planet is locked by a gas giant’s gravity field, high gravity means this planet is extremely dense.)

ATTENTION: this mod synergizes with the Core Mechanics and AI Mod, which checks the resources in this mod in various ai_weights, to improve the ai’s use of resources and their bonuses to planets/empires.

planned features

1. Mod menu that allows you to configure resource spawn
2. Extending the mod engine to allow for planet replacement.
3. Add homeworld unique planet modifiers that change according to ethic + allow for the anchroing of event chains (integration with event mods).

You guys are welcome to post your ideas here, but its easier for me if you use discord to give feedback, bug-reports, make requests or offer suggestions. This is a permanent invite to our discord (text based chat server): https://discord.gg/mf5Tr9c

HF!