I'd like to create a planet type with some special interactions with a custom race, but I can't figure out how I could do it.
I'm trying to get a special planet type that can be colonized from the start(like ghost world and such), but that has no deleterious effects for a custom faction, or any faction with extreme colonization. That I can do, giving that race a starting tech that changes the planet type effects. However, I also want that custom race to get bonuses on that planet type after getting extreme colonization, but I can't figure out how to do that.
The simple solution that doesn't appear to work: 4 statlines, 1 normal, 1 extreme tech, 1 custom faction, and 1 custom faction + EC. But Adding two <option> or <techs> tags doesn't work. I also don't know if the game could pick the A and B statline over the A (or B ) statlines if it did work.
Can I do this? Or do I need to settle for something less complicated?
EDIT: additionally, I want to be lazy/efficient for making the homeworld of the faction with the planet trait.
How can I force the planet creation used by the random events/benevolent traits to end up with a certain planet trait?
EDIT: Answered it myself. Explanation for posterity.
Well I figured out how to get the full effect I wanted, but it requires a custom tech tree to give the custom faction successive bonuses with the planet trait. The game selects the first set of modifiers that have prereqs filled, so they should read best/lategame to worst/default from top to bottom. If you used tech specializations, you could theoretically create some sort of branching planetary upgrade tree with how it works out.
Haven't figured out how to force planet traits yet though.