All These Worlds – Galactic Diversity Module

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Authors: Lex Peregrine, Gatekeeper

Last revision: 2 Apr, 2023 at 15:49 UTC (4)

File size: 1.07 GB

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Description:

Galactic Diversity is a sub-mod for All These Worlds Lite and works as an expansion. You can support my continued work on Patreon: [www.patreon.com] UI Overhaul Dynamic is required or a similar mod which allows for more districts to be visible, this is a recommended load order: Galactic Diversity got its name due to the number of planets that have been added. The uninhabitable were all included in Lite, with GD adding a good number of habitable worlds of different categories. As you may have noticed in Lite, there are multiple versions of Tellurics, Gas Giants and others. GD works in the same way, habitable worlds are divided between the following categories: Super-terrestrials – the gaia type worlds (there will be more than one in a future content update); Terrestrials – similar to vanilla Continental (multiple oceans and continents) but with different climates and/or flora; Sub-terrestrials – similar to the various vanilla biome classes, like the terrestrials they have different types of climates and flora, but unlike the terrestrials they do not have oceans and instead have large bodies of water in the form of inland seas; Oceanics – these too have different climates and flora, but their main trait is having a world-wide ocean of varying depth, which may completely submerge the world, or leave large land-masses on the surface; Primordials – these worlds have different classes which may be very different from one another, but they all show conditions which are similar to an evolved world’s geological past, indicating they too may evolve and improve with time, or terraformed to speed up the process; Marginals – these worlds, although still fairly habitable, will have reduced habitability due to the limited water, vegetation and atmospheric conditions; Sub-marginals – these worlds are toxic to most forms of life, although their surface and atmospheric conditions still allow them to be classified above the uninhabitable Telluric or Toxic classes. Terraformed – worlds representing different stages or results of a full terraforming project. When you reach a new star system and start surveying, you will find these worlds identified by their category, and represented by an orbital render followed by their class and description. A number of new planet modifiers will accompany them, representing the system’s Temperature zone (from scorching to frigid, with the habitable zone being cantered on the temperate zone, although liquid water may be possible in hot and cold zones as well), Atmosphere (from toxic to optimal, affecting habitability), Hydrosphere (from negligible to pelagic), Biosphere (from barren to dense, affecting food, mineral or energy production) and Gravity (from low to high giving a few bonuses or penalties on non standard gravity). As in Lite, many of these habitable worlds support more than one biosphere level, and after you colonize a planet, the render will change to the surface artwork automatically based on the biosphere. Most terrestrial worlds support 2 to 3 levels, some Oceanics as well, others only have 1 or 2 possibilities. The surface artwork comes from Planetary Diversity, so as long as Gatekeeper’s mod keeps being supported and growing, new possibilities will also be added in this mod in future updates. The star system generating code has been extensively modified with new system designs. In Galactic Diversity each star class has its own random systems, including close and wide binaries, as well as trinaries. The Temperature zone modifier mentioned earlier takes into account the orbiting star and the distance the planet spawns from the star, so for instances the temperate zone in a yellow star will be closer than on a white star, and habitable planets which spawn in a hot zone are more likely to have drier and hot climates while on the cold zone will result in cooler and icy environments. There remain some vanilla scripted systems which have not been adapted yet, you will notice due to the different system scale and the missing temperature modifiers, which may give a few problems on habitable worlds (especially concerning terraforming) but otherwise they should still work. Terraforming has also been reworked. Gone is the vanilla system which allows you to terraform every single habitable world into the class of your choosing. Now only the World Shaping perk allows terraforming any habitable zone with certain conditions into a Gaia world (this feature will receive a content update soon). You will however find more uninhabitable planets with the terraforming candidate modifier, which you can terraform first into a barren dry world with some water bodies, and then further into a better version with more water. Nuked worlds can also be restored, depending on their planet modifiers, as well as Machine and Hive worlds. To compensate the lack of terraforming options on standard habitable worlds, two new Geoengineering Decisions are available, which allow you to upgrade the Atmosphere and Biosphere modifiers (if the world supports the upgraded biosphere). Also, both these decisions and the standard terraforming will now make use of 3 new resources: Seeds, Greenhouse Gases and Water Ices. Seeds you get from a new building, which makes every farmer also produce 1 unit. Water Ices and Greenhouse Gases you get from orbital deposits around specific uninhabitable worlds or ice asteroids. On the standard terraforming, resource costs depend on the level difference for atmosphere, hydrosphere and biosphere between the original class and the target. If the original has barren biosphere and the target has diverse, it will need more seeds than if the target had sparse biosphere. Same for hydrosphere and atmosphere. And after terraforming, the resulting planet class will have the minimum modifiers spawn, which can be upgraded later after colonization through the decisions. On the decisions, resource costs may vary with planet size, or current habitability level. For instances upgrading the biosphere of a size 25 world will require more seeds than on a size 18 world. Also the biosphere upgrade decision will be disabled depending on the current biosphere and atmosphere level, upgrading a higher level biosphere will require a higher level atmosphere, for instances if your planet already has a diverse biosphere and you want to upgrade to dense, you can only do it if your atmosphere is optimal, if not, you must upgrade your atmosphere first. Finally, a new district has also been added, the Terraforming district. Its meant to be necessary for upgrading the planet’s atmosphere, you will need a few of these to be able to run the atmosphere upgrade decision, how many depends on the planet size, larger planets require more such districts spread around the world. They also give Geoengineering jobs, which give society research and improve habitability slightly. Please note, I did not make any UI changes, so without an UI mod like Dynamic UI the new district will not be visible, which is the reason I am including this 3rd party mod as a requirement. All surface environment portraits as well as a few bits of code here and there are from Gatekeeper’s Planetary Diversity and used with permission. All planet textures including the orbital portraits except vanilla and the Martian variants from PD are original works by Chris Adamek, author of the Starlight Universe book series which you can find on Amazon and his own website here: https://www.starlight-universe.net

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All These Worlds - LiteSteam Workshop
UI Overhaul DynamicSteam Workshop
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Old revisions of this mod are available below. Click the link to download.