Assigning planetary bonuses?

Hey I'm fairly new to modding and was wondering if it's possible to choose bonuses for certain planets on a custom galaxy map and not leave it all to random distribution. Thanks

3,468 views 4 replies
Reply #1 Top

Yap, you can. But you need an updated Galaxy Forge and follow some instructions in order to do it. You can find all of this at reply #2482 from here https://forums.sinsofasolarempire.com/335474/page/100/#replies

 

As for assigning planetary bonuses. Open Galaxy Forge, select any planet and choose the edit option. Now, go to the Group Manager and click on Add. Now, look on the far right, at the list. You'll find all of them there, figuring that you followed my instructions.

Now, for what all the bonuses do -> Here's a list made by Stant123 :

Non-Colonizable Space        Condition

Asteroid Belt (Dwarf/Huge)    Erratic Debris (Chance to hit -20%)
Black Hole            Grav damage 1/2 (range 16k/8k, dam 20/500), grav pull 1/2 (range 19k/10k, max speed +3k/6k, accel -3k/6k)
Deep Space            Cabin fever (wep cool -15% wep range -15% dam out +10% hit chance -15% hull restore -5% shield restore -5% max speed -7% accel +7%)
Magnetic Cloud            Abilities Disabled
Nebula                Chance to hit -30%
Plasma Storm (Dwarf/Giant)    Strike Craft Launch Disabled
Ship Graveyard          
Space Junk (Dwarf/Huge)        Scrap Materials (Hull Restore +10%)
Wormhole            Wormhole Interference (Wep cooldown +5%, Chance to hit -5%)


Star Conditions:        Target

Light Pulsar Radiation    range 10000, damage 5 (Companion White)
Light Solar Radiation    antimatter restored 1.3/sec (companion RedYellowGreenBlue)
Magnetic Storms        Abilities Disabled (Blue Magnetar/Companion 2meta)
Pulsar Radiation    range 10000, damage 10 (White)
Solar radiation        antimatter restored 2.5/sec (RedYellowGreenBlue)


Planet Conditions:            Target        Function

Ancient Planetary Shield (Relic)    All        Cannot be bombarded or captured (4 min on/off)
Asteroid Debris                All        Wep Range +5%, Damage reduction -5%
Barren world                All        Hull restore +3/5%, Phase jump charge rate -3/5%
Careless targeting            All        Wep cooldown +5/8%, shield restore -5/8%
Extended hours                All        Wep cooldown -3/8%, Hull restore rate +3/8%
Free Reign                All        Hit Chance -5%, Hull Restore +5%
Huge Industrial Factories (indus)    Friendly        Ship build rate +40%
Mass Casualties                All        Wep cooldown -5/8/10%, damage reduction -5/8/10%
Origin Defense                Friendly        Damage Output+10%, Damage Reduction -5%
Overgrown Land                All        Max Speed +3/5/8%, Acceleration +3/5/8%, Phase jump charge time -3/5/8%
Paradise                All        Max Speed +15%, Acceleration +15%, Phase jump charge up rate +15%
Pirate Origins                All        Wep cooldown +5%, hit chance -5%
Solar Reflection            All        Antimatter restore .5/.8/1/sec, Wep Cooldown -5/8/10%
Storm Season (Swamps)            All        Uncolonizable (8 minutes on/off)
Targeting Array Network            Friendly        Weapon range +50/65%, Damage output +10/15%, Chance to hit +50/65%
Toxic Gases                All        Antimatter restore +.3/.8/sec, Shield mitigation -5/10%
Urban Colonization            All        Wep Range +3/5%, Max Speed -3/5%, Acceleration -3/5%
Violent Gases                All        Damage output +5%, Hull restore -5%
Volcanic Ions                All        Antimatter restore .5/.8/1/sec, Wep Range -5/8/10%


Exploration Bonus:            Function

Abandoned Smugglers Base        Tax income +1, trade income +40%
Active smugglers base            tax income -2, trade income -60%
Adhesive resin                trade incone +25%, dev build cost +10%
Ancient planetary shield (damaged)    Planet health +700
Ancient planetary shield (working)    Planet health +2000
Automated defense droids        Max pop -100, Pop growth -100%
Beautiful population            culture spread +40%, trade income +20%, pop growth +30%
Black Market (pirate)            trade income +500%
Breathable Atmosphere            Max pop +200, Dev build cost/rate +50%/+50%, pop growth +20%
Brilliantly designed buildings        max pop +250, planet health +500, pop growth +20%
Caustic Atmosphere            Max pop -15, Dev Built Cost -20%
Completely hollow core            Gravity well radius -66%
Completely Overgrown            Max pop -100, Planet health +800, Development build rate -90%, Pop growth -50%
Conductive Mantle            Culture spread +25%
Constant flooding            Max pop -20, dev build cost -40%, Dev build rate -40%
Construction Droids            Struct Build rate +50%, Dev build rate +100%, Extra constructors +3
Corrosive atmosphere            planet health -100, trade inc -1, dev build cost -50%
Deadly Secret                Max Pop -1000, Planet health -10000
Dense Canopy                planet health +600
Dense Jungle                Max pop -10, Dev build rate -75%, Pop growth -30%
Dense Molten Core            Grav well +33%
Diseased Planet                Max pop -20, tax income -2, trade income -50%, struct build rate -100%, dev build rate -100%, pop growth -90%
Entertainment Hub            Culture spread rate +10%, Tax income +1/sec
Expert Agrarian Society            Trade income +10%
Expert metal miners            metal extraction rate +50%
Expert crystal miners            crystal extraction rate +50%
Extremely valuable timber        trade income +50%
Floating Fauna                Max Pop -5, Trade income +30%
Floating islands (Gas giant)        Max pop +25
Foul Smell                Culture spread -20%, Max pop -20, trade income -10%, Dev build rate -30%, pop growth -10%
Fresh water oceans            max pop +50, trade income +75%, pop growth +30%
Frequent Meteorites (Asteroids)        Max pop -20, Metal/Crystal extraction rate +30%
Friendly Religious Population        Culture spread rate +60%, population growth +20%
Frozen gas core                Max population +5, Planet health +300
Frozen over                Dev build rate -75%
Galactic Trade Center (Urban)        (normal/dwarf/giant/moon) Tax income +3/2/4/1/sec, trade income +40/30/50/30%, pop growth +20%
Gas storms                Max pop -5, Planet health -200, pop growth -25%
Geothermal Hot Spots            Logi slots +4
Giant Fungi Forests            max pop -10, trade inc +40%, dev build cost -20%
Gravitational Anomoly            Logi slots -4, Tac slots -5, Grav well raiis -100%
Gravitational Boon            Logi slots +4, Tac slots +5, Grav well radius +100%
Habitable Cavern System            max pop +15, Planet health +500
Helium Rich Atmosphere            Trade income +25%
Hideous Population            culture spread rate -20%, trade inc -50%, pop growth -30%
High security protocols            Tac slots +5, Trade income -20%
Hostile Religious Population        culture spread -30%, tax income -1
Huge Comm station array            Culture spread +100%, Tac slots -8
Huge crystal processing plant        trade income +10%, crystal extraction +200%
Huge herds of cattle            max pop +40, tax inc +0.5, trade +20%, pop growth +20%
Huge metal processing plant        trade income +10%, metal extraction rate +200%
Impure Crystal                trade income -10%, crystal extraction rate -60%
Impure metal                Trade income -5%, Metal extraction rate -60%
Indigenous Carnivores            max pop -20, dev build rate -20%, pop growth -60%
Indigenous satellites            Culture spread rate +20%
Industrial Wasteland            Culture spread -30%, Metal/Crystal extraction rate +30%
Ionic Storms (Gas giant?)        Max pop -20, Trade income +10%
Kalanite deposits            trade income +20%
Massive Pure glaciers            Trade income +30%
Mega Fauna                Max pop -15, Trade income +25%
Militaristic population            planet health +1000, log slots -4, tac slots +10, tax -2, trade -20%, extra constructors 1
Moon                    Logi slots +4, grav well +25%, Structure build rate +10%
Moons                    Logi slots +8, Grav well +50%, Structure build rate +20%
Natural Radiation            Dev build rate -40%, Pop Growth -80%
Natural Thermal Lift            Structure build rate +25%
Old military outpost            Planet health +1000, tac slots +10, extra constructors +1
Orbital Construction Specialists    Log/Tac slots +4, Struct build cost/rate +30/50%, Extra Constructors +2
Penal Colony                Structure build cost +20%, Structure build rate -30%
Perfect holiday destination (paradise)    Culture spread rate +100%
Persistent Dust Storms            pop growth -25%
Pharmaceutical Flora            Trade income +20%, Pop growth +20%
Planetary Construction Specialists    Planet health +200, Development build cost/rate +30/+50%
Planetary Insurgency            culture spread -20%, planet health -150, tax -2, trade -30%, metal/crystal rate -50%, struct/dev cost -20%, struct/dev rate -60%, pop growth -30%
Planetary revolt            culture spread -10% planet health -100 tax -1 trade -10% metal/crystal rate -20% strct/dev build rate -30% pop grwth -10%
Pleasent Rodents            culture spread +40%, trade +20%
Plundered booty (pirate)        tax income +3.5
Porous Core                Grav well -33%
Precious Stones                Culture spread rate +20%, Logi slots +4, Trade income +50%
Priceless timber            culture spread +20%, trade income +80%
Raiders Outpost                Metal extraction +20%, Extra constructors 1
Scented plants                Culture spread rate +20%, trade income +20%
Seismic Activity            pop -20, planet health -100, tax -1, dev build cost/rate -30%/-10%
Signal interference            Culture spread rate -20%
Slaves                    trade income +10%, struct build cost +30%, dev build cost/rate +50%/+20%
Solar Energy Harvesting            Max pop +15
Space Ponies                Space Ponies!
Spice trade                Culture spread rate +5%, Trade income +10%
Stable Debris Field            trade income +20%
Storm ridden planet            max pop -50, dev build cost/rate -20%, pop growth -40%
Strong Building Materials        planet health +500, trade income +10%, dev build rate -20%
Submerged colony            Max pop +140, Planet health +800
Subterrainian Colony            Max pop +80, Planet health +1500
Super Dense Core            grav well radius +66%
Super Pure Crystal            Crystal Extraction rate +200%
Super Pure Metal            Metal extraction rate +200%
Thaw Cells                max pop +25
Thick Atmosphere            Planet health +1200
Tibanna gas (gas giant?)        tac slots +2, trade income +5%
Toxic Fallout                Max pop -30, Pop Growth -25%
Traces of oxygen            Max pop +50, pop growth +20%
Tundra Farms                Max pop +25
Unstable ground                Dev build cost/rate -50%/-20%
Valuable timber                Trade income +30%, Dev build cost +10%
Vermin Infestation            Tax income -1, trade income -30%, Dev build cost/rate -20%/-20%
War torn planet                culure spread -40%, planet health -200, logi/tac slots -4/-6, trade/metal/crystal -30%/-20%/-20% struct build -40%, dev build/cost -20%/-60%, pop growth -50%
Weapons test facility            Max pop -20, Tac slots +8
Well designed buildings            Max pop +100, planet health +200

Reply #2 Top

Yes, but without modding the GalaxySenarioDef file, the game can only support one bonus (Crystal Miners). If you add the rest of the bonuses to this file though, you can get the game to spawn them 100% of the time.

Reply #3 Top

My Galaxy Forge already contains the GalaxySenarioDef file with all of the bonuses included :)

Reply #4 Top

Now, for what all the bonuses do -> Here's a list made by Stant123 :
End of quote

 

This list is only true for Distant Stars. For unmodded SINS you wont have 80% of these bonuses.