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General Differences:
I absolutely love Planetary Diversity, and I love Real Space: New Frontiers, and other mods like them - I really do! Expanding the worlds you can settle is just awesome and I was running PD way back in 2018 or something - I remember distinctly finding a rare mycellium world on the old tiles system. I'm a fan.
However, the modded Stellaris I'm going for these days feels a lot more Vanilla. To that end the other planet expanding mods add more than I'd like - sometimes with really major concepts bundled with them like colonising uninhabitables. Origins and civics and ascension paths are cool and all, but there are about a hundred ones I still didn't get to in the base game to play first! And that just keeps expanding with official updates. I wanted a more simplistic alternative. A mod to add some new places for my populations to live while making exploring the galaxy that bit more exciting. Not much more. Something reliable. Something with strong performance. Contained. Drop it in a modlist with minimal bugs or hassle.
So that's what this is trying to be. A much more narrow scope.
Obviously, this mod also differs from the others in how I personally categorise and imagined cool new world types. My own tastes and opinions on fun geography/terminology and ability to create art is obviously different.
No Gaia / Ringworld Varieties
I'm very behind the concept of a gaia world being the ultimate crown jewel, an out-of-the-box excellent environment for most lifeforms to thrive. This is how Vanilla presents them. In my opinion having different types of Gaia, then, with different pros and cons kind of detracts from that fantasy. Similar situation for ringworlds. To that end, I have no sub-types of these places. I'll note that this doesn't mean that there aren't different visuals. Dwaine did some amazing work and so there are still many texture -appearances- of gaia worlds - they can be quite dramatic!
Oh, also no artificial (Relic/Ring/Habitat) varieties yet (as discussed in "The Future" thread.) I'm just not excited about artificial classes at the moment, what more can I say.
UI Art Differences:
Art handling here is very different. As mentioned - I have no talent for digital art. What I CAN do is generate some reasonably appropriate AI-art. Now obviously in the Vanilla game the main art area that changes with new planets (or entities) is the city_view planet portrait bit at the top. And you'll see that pre-existing planet mods have all gone to great lengths to create new pictures for that area. Generating appropriate art for the city_view area of the planet viewer is, however, extremely hard! It has to be a very specific horizon-view of a planet surface, split into multiple layers, with nice high areas to play with perspective, fit the art style, and then finally look good with the cities. Even with dedicated artists I've found a lot of mods on the workshop really struggle with this. And I bear no ill will in that observation/judgement - it's just a crazy hard job to do. So, with all this in mind, I opted for my own approach:
I do not change the city_view art area of my new worlds (though I've done some recolours). This means the city art area always looks of a vanilla quality and decent standard. I do, however, make big changes to the side_view and lower environment art areas (as well as the army screen) which are created by my "WP's Planet View" mod. These provide huge amounts of flavour and differentiation between the new planet types and can be much more creative in the kind of environments/scales they depict, since they don't need to worry about meshing well with cities. All of this should probably have been obvious from the image slideshow on this workshop page. This concept of using that side area on my planet view mod is literally why these two mods exist - they were made together and for one another. The plan was always to create this planet variety mod!
For what it's worth I can also provide/create cool tile building backgrounds too which would make planets feel even more different (as in pre-2.0!) but I've mostly kept them Vanilla for now because I don't have any art for them.
Technical Differences:
Just like both RS:NF and PD I've opted for the most light weight and compatibility friendly method of implementing "fake" planet classes. That is to say that, technically, this mod doesn't add any new planet classes at all! It simply "skins-over" the existing ones to make them look and feel different, even though the gameplay and performance/compatibility costs are non existent.
There is a slight difference, however, due to the fact I've made this for my planet view GUI mod. Both RS and PD opted to use planetary modifiers to denote their new worlds (calling them subclasses, or whatever). I've found this a bit cluttered and unfortunate in gameplay because it means much of the new flavour is boiled down to a tiny modifier that you have to mouse over for details. Planet names still read as "Arctic" even when they're supposed to be something more exotic, the planet descriptions still read as generic "Arid" ones unless you mouse over the modifier, you get the picture.
Happily, my planets go further and will update the descriptions and planet class names fully (even responding to weather), with no need for this "subclass modifier" idea at all. It means that for the most part this feels exactly like new planet classes have been added! I'm pretty happy with the result!
With regard to terraforming, I have opted to follow in PDs footsteps with their fantastic concept of an event pop-up letting you select your exact flavour of world once terraforming has completed. Brilliant and clean idea.
Yeah I haven't set aquatiuc up as a homeworld for the new classes yet, but it should work for all the others! Let me know if it doesn't!