Modding PQ 0 Planets

I was wondering what file I can edit within the games data XML to force planets and/or stars to maintain a greater number of habitable planets. I was looking at Planetdescriptions.xml but I have no idea what these numbers mean:
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PlanetDescription
------- Name BarrenNoPotential /Name
------- ColorScheme Barren /ColorScheme
------- UsableElevationRange 0.4,0.8 /UsableElevationRange
------- EnhancementPotential 0 /EnhancementPotential
------- ClassRange 1,7 /ClassRange
/PlanetDescription
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The three sets of numbers I am curious about are UsableElevationRange, EnhancementPotential and ClassRange. I am assuming ClassRange indicates the low and high Base potential of that planet type when it is spawned into the game, however, I was under the assumption that the maximum PQ is 26, however:
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PlanetDescription
------- Name Eden /Name
------- ColorScheme PerfectPlanet /ColorScheme
------- UsableElevationRange 0.35,0.7 /UsableElevationRange
------- EnhancementPotential 10 /EnhancementPotential
------- ClassRange 16,100 /ClassRange
/PlanetDescription
.....
As we see in the Eden example, the ClassRange field is moved from 16 - 100. Is there some odd way to hit a PQ 100 planet? Better yet, what does the UsableElevationRange field indicate with regards to the planet? Is that Tile usage ability (X and Y plane availablility on the planet?) 0.4 and 0.8 on the first example which was a (assumed) PQ 1-7 vs. the Eden planet which is PQ 16-100 which offers 0.35 and 0.7.
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I am just looking for a few answers from anyone who might know. My goal is to create a modified game that offers a gigantic galaxy with fully habitable planets. This is often called a Logistical Nightmare ( ) however I see it as an opportunity to have a truely epic game.
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Thanks in advance.
7,795 views 8 replies
Reply #1 Top
Hmmm, what I would like to be able to do is mod the game such that it creates galaxies wherein each star system on the map contains at least one habitable planet. The rationale behind this is since galaxies contain stars in the 100s of billions, the only stars you see on the map are those with habitable planets orbiting them.
Reply #2 Top
You would be my god if you got it so each star had atleast one habital planet... And the makers would be my "Makers" (hehe, I quoted Star Wars!!!!) if they made it so we can build outposts on quality 0 planets... I don't like having huges gaps between my worlds... but that's what I get because of these 0s... building outposts should give alittle influance, like half what a planet gives, that would be cool... so yeah, what was I saying, oh yeah, I want some cookies!

Kyle
Reply #3 Top
I've just changed some class ranges of usually uncomfortable planets (inc 0 to 1 as starting value). I'll see what happens thus would give you the chance of building an outpost. But where are the usable tiles coded?
Reply #4 Top
I believe that the usable tiles is a base figure, that is, X number of tiles for a class 11 planet, Y number of tiles for a class 12 planet.
I am going to start playing around with this XML and see what happens. hopefully I can learn what each of these values are.
Reply #5 Top
What would otherwise be nice as a mod/expansion is some means of harvesting usable resources from otherwise uninhabited (class 0) planets.

I mean it stands to reason that if I have all these devoid-of-habitation worlds in my grasp that I can actually use them for something? Like maybe building a starbase "on" them to lay claim to them and harvest them for some paltry amount of income or something.

Would also make the mid-to-late game a bit more interesting with everyone trying to lay claim to uninhabited worlds. I can just imagine a war starting over some stupid seemingly-worthless dead rock in the middle of nowhere between two empires.
Reply #6 Top
after changing those values, i saw absolutely no difference in PQ overall and PQ 0 planets were still there. I don't even know if this file is even used.
Reply #7 Top
you are right, it does not affect anything, however the file itself seems to be used somehow...
Reply #8 Top
unless...

Perhaps EnhancementPotential is the value of how much a planet can be increased in PQ where the ClassRange values are PQ and the % chance to have that PQ.

Which would mean an Eden level planet has a 100% chance of having a base value of being a Level 16 with an enhancement potential of 10, so thats 26 max?

I'll test this.