Master of Orion

Master of Orion

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Diverse Specials and Massive Planets v2.5 - 5X/UCP Compatible
   
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12 Nov, 2017 @ 7:21pm
15 Jul, 2019 @ 7:34pm
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Diverse Specials and Massive Planets v2.5 - 5X/UCP Compatible

Description
(This is the full version)

Compatible with 5X v4.4.1

This mod adds over 100 new specials that can appear on planets in game! Massive planets can be found now too, at a low chance and only in certain orbits. Between the Advanced Resource Extraction tech field and a few others, I've added 13 technologies which will allow you to utilize (or help neutralize) the resources on any planet.

Over one hundred custom specials can now appear on planets during galaxy generation. Specials range from simple things like "Merchant Traders" to the more rare and desireable "Orion Artifacts". Some of these are inspired from Master of Orion 2 and 3, some are from other Universes which I felt like adding into this one, and some are completely original.

A few of my favorites include:
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Fresh Water: Many abundant natural Aquifers exist in a very porous layer of the crust on this planet's surface, granting access to nearly limitless fresh water. *Allows construction of Deep Space Industries

Population Growth +5%
Food +2


Exotic Plants: This region has an unusual amount of rare plants useful in various medical treatments.
*Allows construction of the Medical Research Center

Research +5
Population Growth +25%


Orion Artifacts: Remnants of ancient Orion technology found on this planet provides a massive Research bonus.
*Allows construction of the Advanced Research Lab and the Philosopher's Archives

Research +10


Latinum Mines: Latinum operations harvest the mineral in liquid form and suspend it in Gold bars for shipment.
*Allows construction of the SCV Command Center and the Exotic Element Refinery

Credits +12
Production +3

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*These specials are weighted to change the state of the galaxy, some races will simply be in a better position as Biome and chance dictate. So build a few extra scouts and look around!

*Not all the specials are good. As in reality, there will likely be a few phenomena to avoid as well! Though with the aid of the various technologies throughout the tech tree that I added, you will be able to negate some or all of the negative effects.

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*This mod is compatible with 5X - The Ultimate Balance Mod. Working with 5X, Diverse Specials takes the excitement of exploring to its maximum potenital.

*Correct order for mods is now as listed (Thanks to Spud)
1) 5X - The Ultimate balance Mod
2) Unofficial Code Patch
3) Diverse Specials and Massive Planets
4) 5X/UCP Compatibility
5) 5X Custom Assets
Popular Discussions View All (2)
13
26 Jun, 2019 @ 7:57pm
Please Update this mod on nexus
*****
8
16 Oct, 2023 @ 8:54pm
DSMP - I'm around
Morpheus
227 Comments
Spud Dastardly 27 Aug @ 10:08pm 
You may need to start a new game if your game predates your correct mod order.
BattleHodor 27 Aug @ 4:37pm 
I see comments about UCP/5X and the load order for Galactic Trading working - I have the mods in that exact order listed below and yet I still can't research the tech. No other mods in play except for 5X, UCP, this, the UCP/5X compatibility mod and the extra textures etc for 5X.

At least it's visible now, albeit with a padlock sign over it. Any ideas, anyone?
Spud Dastardly 22 Aug @ 9:12am 
No, but it wouldn't be too hard to create a new mod for it. I might even be able to include it in 5XCPC.
Phr0stByt3 21 Aug @ 7:56pm 
Did this MOD ever implement the AI desirability that UCP offers? i.e. Are "bad" specials less desirable and really good specials extra desirable for AI to colonize?

"
:::: 4.4: PlanetaryResourceTypes.yaml
desirability: 0.05 (Default) or F
"
I'm looking at the PlanetaryResourceTypes.yaml in the MOD folder and not seeing this line anywhere, but maybe I misunderstood how this works.
freyland 18 Apr @ 5:46am 
That was an amazing answer, and also rather startling. I didn't expect to hear back! Thank you.
roland.johansen 17 Apr @ 3:18pm 
Growth bonuses would reduce the amount of food that you need to grow to the next population level and are therefore not that visible. The only way to see it is if you have a planet that is of the exact same size and population level without that growth trait and notice that it needs more food to grow than the one with the growth bonus.

Note that food bonuses or penalties would be visible in the food output and thus be a more apparent bonus.

From my recollection, there are indeed a few specials that were configured incorrectly and gave a bonus while a penalty would be more appropriate. So you'd need to edit the right xml file ke mod to fix that.
freyland 17 Apr @ 12:49pm 
I realize I'm probably yelling into the void here, but I'm not seeing the food benefits working for some of the specials. Frozen water and "Metroidians" don't seem to provide any changes visible on the growth breakdown, despite having 10 and 50% bonuses, respectively. (I acknowledge the poster from a year ago who said that Metroids should actually be a negative)
Last Knight 15 Apr @ 3:14am 
It would be so nice if you could translate this mode to Russian. I am willing to help!
Spud Dastardly 30 Sep, 2024 @ 9:06am 
@pawlito your mod load order is wrong. You need to put DSMP above 5XCPC like in the list on this page.
pawlito 30 Sep, 2024 @ 7:43am 
There is an issue. When I am using 5X ultimate balance and this mod there is a single tech missing, blocking me from researching galactic trade tech