Rebalanced Planet Tiers

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Author: `'

Last revision: 23 Jan, 2018 at 18:56 UTC

File size: 346.11 KB

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Description:

Mod’s effects :

Rebalanced maximum population slots on most tiers :
– Tiers 0 and 1 planets are unchanged.
– Going up one tier now only reduces the maximum amount of population by 1 across all planets
– Moved tiers 3 and 4 (Toxic, Ash, Lava, Ice and Barren) to tier 2, now those planets have the same number of slots than the tier 2’s which makes Lava better at maximum industry output than Ash and Desert now, for example.

In detail :
-Tier 0 : Atoll, Ocean, Terran and Forest, still at 8 population slots for Medium size.
-Tier 1 : Steppes, Sannavah, Boreal, Jungle, Monsoon, Mediterranean and Tundra, still at 7 population slots for Medium size.
-Tier 2 : Arctic, Arid, Snow, Desert, now at 6 populations slots (from 5) for Medium size.
-Tier 3 : Ice and Ash, now the same as tier 2, so 6 populations slots (from 4) for Medium size.
-Tier 4 : Lava, Barren and Toxic, now same as tier 2, so 6 populations slots (from 3) for Medium size.

Added the Sterile tag for all Gas planets and added temperature modifiers (Cold, Temperate and Hot). They will now be elligible for improvements affecting only those tags, in particular, they can now have 2 more pop slots thanks to the +1 Pop on Sterile improvements.

Reasoning behind those changes:

It is clear that tier 0 planets are clearly above all other tiers of planets in all FIDSI production, but I don’t believe the way to rebalance them is to change the raw FIDSI outputs of the planets. In fact, since most improvements (including the ones from luxuries) scale depending on population, I believe a good way to rebalance them is by offering more spaces for pops on the higher tiers to make them more appealing, you’re already suffering from an unhappiness malus for colonizing those, so might as well make them specialized in something (plus you’re not making Ship-Bound people even better).
Those changes barely affect the overall dymanics and balance of the planets in the early game, but will give more incentives to keep those specialized planets that are harder to colonize, rather than terraforming everything to Atoll for maximum production. This also makes Lava planets better than Deserts now for example.

Another thing I wanted to correct in the vanilla game is that Gas Planets do not get the Sterile and Temperature modifiers for no reason, making them only good for their Quadrinix spawns.

Obviously, this mod modifies the Simulation Descriptors for Planets in
-Simulation/SimulationDescriptors[Planet].xml
-GalaxyGeneration/PlanetGameplayTypeDefinitions.xml

but should be compatible with other mods changing raw FIDSI, and any other mod.

My other works :

Balanced Automation Policy
Wrath of the Righteous (Purification Actions)
Scaling Rooting (Unfallen) Speed
Rebalanced Luxuries And All Luxuries in Galaxy