Master of Orion

Master of Orion

Not enough ratings
MeVII - XtraPS (50%)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
642.066 KB
23 May, 2021 @ 9:52am
5 Jun, 2021 @ 9:03pm
5 Change Notes ( view )

Subscribe to download
MeVII - XtraPS (50%)

Description
******* Xtra Planet Specials (50%) [BETA] - MeVII *******
v0b.06.05.21.23.05

Summary
This mod adds 384 new biome specials able to be spawned for planets.
Because 5X created unique buildings to take advantage of the original nine specials
those specials are included, unchanged, in this mod.
That brings things to a total of 393 possible biome specials able to be spawned for planets.
This mod also utilizes custom created icons for planet specials.
For more details see below.

The game mod display screen cannot parse Steam Workshop text formatting.
It will expand parsing commands adding unreadable clutter,
and, add extra return lines.
Read this information on the mods Steam Workshop page to avoid those issues.
You can read non-parsed versions of the mod info in
the Change Notes link in the Steam Workshop
or the Info.txt file located in the mod folder.

Xtra Planet Specials (50%) - MeVII

This version sets specials to spawn on ~50% of planets.
To try and accommodate players differing preferences
I have also made the following versions

~100% link
~75% link
~25% link

To minimize excessive duplication all images / screenshots
are located on the Steam Workshop page for this version of the XtraPS mod.

Location
By default this mod is located at
[DRIVE LETTER]:\SteamLibrary\steamapps\workshop\content\298050\2495824683

Special Acknowledgements
Morpheus - For the work they put into their “Diverse Specials” mods,
which was the inspiration for this mod.

Special Thanks
SpudDastardly & WhatisSol for patiently dealing with my many nitpicky questions

!!!IMPORTANT!!!
Read all of this information so you know what to expect from this mod.
It significantly alters game balance, and so equally impacts gameplay.

Beta Finished
- (FINISHED 06/05/21) I want to make / add more unique icons.
- *(MITIGTED 06/05/21) I do not yet know how the known issue (see below)
will impact the game, and it may need to be changed completely.
- (PLAY TESTED 06/30/21) There are 384 of specials in this mod, balance impact is largely unknown
and so balance changes will more than likely be necessary.
- (PLAY TESTED 06/30/21) AI desirability changes are not as specifically precise as I want them yet.
- “I found an error in x,y,z, where do I report it to you?”
I hear rumors of a place...

Bugs & Compatibility

Known Bugs
01 - The Klackon
02 - *Some of the rarest specials have a significant BC minus applied to them.
While a human player will simply not colonize the planet until they can “afford it”
an AI player wont think about that.
An AI that finds and colonizes one of these planets early in game
before they have the income to support it, the planet can cripple the AI empire due to
the negative on the empires economy - until and if the empire population / economy grows.
I suspect on higher difficulties this issue will be less pronounced,
if even not even effectually eliminated due to the AI boost in BC.
*While the AI still can be negatively impacted, chances have been redistributed
so that it is much more rare an AI will have opportunity to colonize
such a planet too early in its empire development.

03 - The problem with Terraforming
Planets can be terraformed from one biome to the next.
In order to make design space for so many different planet specials
I designed the specials to be thematic to each biome type.
When the planet is terraformed / changed into a new biome,
the planet specials stop “making sense”.
For example, a Gaia planet that used to be a toxic planet.
Since the game does not allow for specials to change with the planet
there really is no reasonable way to mitigate the incongruities that creates.

Sorry. ¯\_(-_-)_/¯

Compatibility Information

This Mod requires UCP, 5X, and UCP5X Compatibility mods.
(It will function without Custom 5X and DSMP Assets,
however, some game images will be blank)
It should always be loaded after (below) UCP, 5X, and UCP5X Compatibility mods.
It also requires my Xtra Assets (NIR) Mod
(It will function without my Xtra Assets (NIR) Mod,
however, all the planet special icons will load blank)

Files Modified
PlanetaryResourceTypes.yaml, TradeableResourceChances.yaml

! IMPORTANT NOTE !
PlanetaryResourceTypes.yaml loads a little differently than other yamls.
It does not “merge” data with other files of its kind.
Only the last PlanetaryResourceTypes.yaml loads into the game,
and it overrides all settings from any other prior loaded PlanetaryResourceTypes.yaml.

Data Entries Changed

This mod changes content under the following data points.
tradeableResourceType:, chance:, & icon: for planetary_resource_... gold, gem, artifact,_dark_quartz, seagrass, red_fungus, natural_wonders prolific_wildlife rare_heavy_metals

-> It will absolutely overwrite the planet specials
of any mod loaded before (above) this mod loads.
-> Any mod loaded after (below) this mod
will absolutely overwrite the planet specials this mod loads.


Mod Details

Xtra Planet Specials
- There are 393 unique planetary specials
- They are categorized into five separate groups,
Typical, Common, Rare, Legendary & Mythic.
- Icons for each grup display a rarity bar on the right of the icon
(see image located at the Steam Workshop for the 50% version of this mod)
- There are 16 Typical specials (this is where the nine original 5X specials are grouped)
they can spawn on any type of biome / planet EXCEPT
- Gas Giants and Asteroid Fields have had carefully crafted specials made for them.
They have been designed to “make sense” even if they are converted into Barren planets.
There are 184 Common 8 per biome
There are 092 Rare 4 per biome
There are 046 Legendary 2 per biome
There are 023 Mythic 1 per biome

MIXED specials, giving both + & - to a planet appear for Typical and Common specials.

If you wont like that, don’t try this mod.
You will not have a positive play experience.


Positive ONLY* appear for Rare, Legendary and Mythic specials.
(*There are very specific exceptions. See known bugs.)

There are NO negative only specials.

Biomes / Planets are very thematic.
For example, Asteroid Fields boost production but lower food,
while Gas Giants boost food but lower production.
(See screen shot loaded into this mods ~50% version Workshop page)

If you wont like that, don’t try this mod.
You will not have a positive play experience.


- All specials have been designed / written to “make sense” for their biomes.

Closing Notes

I thoroughly organize and annotate yaml files in my mods.
Individuals are encouraged to look into the files located at
[DRIVE LETTER]:\SteamLibrary\steamapps\workshop\content\298050\2495824683



~ MeVII †

~ ~ ~ ~ ~ ~ ~

You are not a lost cause.
You are not a hopeless case.
John 3:16
Romans 5:8

### END ###