ENDLESS™ Space 2

ENDLESS™ Space 2

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Rebalanced Planet Tiers
   
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TYPE: Extension
CONTENT: Balance, Gameplay, Maps
File Size
Posted
354.383 KB
23 Jan, 2018 @ 10:56am
1 Change Note ( view )

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Rebalanced Planet Tiers

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 :

Link
10 Comments
`'Kuma  [author] 12 Sep, 2018 @ 5:37pm 
Mod was superseded by https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1467372500 , I have no intention of tweaking or fixing the anomaly bug. It's fixed in the other mod though, but you might not like all the changes.
DarkRite 12 Sep, 2018 @ 3:10pm 
Though these are merely me nit-picking a couple of things, overall I do like what you've done. Also question, are the gas giants still not having their anomalies, you know since the update that gave gas planets tags for hot, cold, and temperate. If so than that would mean that the sterile tag prevents them from getting their anomalies (at least that would be the only thing that would explain it).
DarkRite 12 Sep, 2018 @ 3:10pm 
I like how it sounds, only thing is that I still think that tier 4 shouldn't be moved up to tier 2. Basically I would've had it were the tier 4 planets have 5 pop slots, it just seems better in my opinion. Mostly cause than Lava and Ash are really close for comparison, and it kinda makes more sense. I'd be harder to maintain a population on planets that either; have no atmosphere and are close to 0 degrees Celsius; or you're in a boggy swamp planet that has a toxic atmosphere; and then we got a planet were the floor is always lava. I don't really have too much of an opinion of the gas giants, as I don't question the need of the sterile tag to describe the planet, merely that given that the tech tree gives you a some pop slots for them, it makes sense as it stands.
Hoplite:. 4 May, 2018 @ 5:26am 
Fair enough. Still an excellent mod btw. :)
`'Kuma  [author] 4 May, 2018 @ 1:30am 
No, but I know why, it's because I add the sterile and temperature tags. I hadn't thought about this, and it's quite a lot of work to change everything to account for this change. On top of that, devs might add the temperature tags back soon (so it would fix the issue), so I probably won't get around it any time soon, I'll probably wait for the next big patch.
Hoplite:. 3 May, 2018 @ 11:05am 
There seems to be a bug with this mod whereby all gas giants have a 0% chance of getting a gas giant specific anomaly such as Talking World or Behemoth Song. They still get moons though... Is this intentional?
Phantom Guard 3 Apr, 2018 @ 9:46am 
how does this only have 400 poeple using this its a good mod i love specializing based on what planets are there but i did find it ridculous that you'd have to terraform so much this is good for balancing to thx
NoX 7 Feb, 2018 @ 1:50pm 
Finally some mod that brings these modifiers to gas-planet, never understood, why they didn't have them in the first place.
`'Kuma  [author] 30 Jan, 2018 @ 4:42am 
Thank you :).
TW-打劫貓~ 30 Jan, 2018 @ 4:10am 
Very good.