Galactic Civilizations III

Galactic Civilizations III

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Staggering Amount Of Dead Planets (FINALLY FOUND A FIX)
Came back to Gal Civ 3 after a long abscense pre-Crusade. First thing I noticed was the crazy amount of dead planets that are there upon galaxy generation, even with everything set to abundant.

This was a no-go for me. Spent the entirity of the past week trying varying ways to cause more habitable planets to be generated but nothing I tried worked. Attempts made were editing the .xml files directly, editing the .xml files and modding them in, trying to get the Dead Plantes Colinizer mod to work, as well triggering some mega events.

Tonight I FINALLY found the answer to my prayers looking over the cheat commands on the wiki. There is a console command to conver dead planets into habitable worlds. It is "convertdeadplanets (class) (amount). For example, entering in "convertdeadplanets 20 100" will convert 100 random dead planets to class 20. On my test run I entered it in FIVE times before I stopped seeing an effect with FOW turned off. That means there was over FIVE FREAKING HUNDERED dead planets generated on a huge map with everything set to abundant sans black holes.

I hope this helps anyone else who is very frustrated with the current habitable planet generation system like I am. I'm finally off to rebuild my custom race (lost it due to a reinstall) and finally get back to playing the game. GAME ON MY FRIENDS!!! :steamhappy:
Last edited by Ginger Avenger; Jun 30, 2017 @ 8:03pm
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Showing 1-15 of 18 comments
bookwarrior Jul 1, 2017 @ 5:07pm 
On behalf of so many frustrated colonizers in the game, thank you very, very much for discovering this!!! THANK YOU!!!
Doctor Proteus Jul 1, 2017 @ 8:32pm 
Is there a command that converts a specific dead planet? Perhaps one the player is highlighting? I'd like to use this to give planets to struggling civilizations so they can have more of a presence in the game and affect the galactic theater at large. It especially saddens me when I see a faction I like doing really poorly becuse of an awful starting possition.
private1028 Jul 1, 2017 @ 10:54pm 
This commnad was always part of GalCiv III pre-Crusade. The difference was it would often created multiple copies of planets on top of each other causing the game to crash unless you managed to delete them.
Doctor Proteus Jul 2, 2017 @ 3:29pm 
Regarding my earlier question, I will point out that there is a mercenary who can terraform a dead planet into a habitable one, so there is deffinitely a function in the game for turning a specific dead planet into a habitable one.
Doctor Proteus Jul 13, 2017 @ 7:05am 
This doesn't work btw. I have the console and cheats enabled.
FullAutoAttack Jul 13, 2017 @ 12:14pm 
I have habitable planets set to uncommon and I think there are still too many planets being generated - to each his own I guess.
philo103 Jul 19, 2017 @ 2:37pm 
Originally posted by Redbeard:
Came back to Gal Civ 3 after a long abscense pre-Crusade. First thing I noticed was the crazy amount of dead planets that are there upon galaxy generation, even with everything set to abundant. This was a no-go for me.

Same problem, after coming back to GC 3, with the Crusade expansion. I set the number of planets to abundant and the number of habitable planets to abundant, and then, my home system and the surrounding starsystems only have dead planets !?! Really not fun.

The Devs should add a setup option to limit the number of dead planets.

I will try the thread-creator's solution, and I thank him for posting it.
Doctor Proteus Jul 19, 2017 @ 2:41pm 
Originally posted by philo103:
Originally posted by Redbeard:
Came back to Gal Civ 3 after a long abscense pre-Crusade. First thing I noticed was the crazy amount of dead planets that are there upon galaxy generation, even with everything set to abundant. This was a no-go for me.

Same problem, after coming back to GC 3, with the Crusade expansion. I set the number of planets to abundant and the number of habitable planets to abundant, and then, my home system and the surrounding starsystems only have dead planets !?! Really not fun.

The Devs should add a setup option to limit the number of dead planets.

I will try the thread-creator's solution, and I thank him for posting it.
I tried it and it didn't work. Just got failed command error.
philo103 Jul 19, 2017 @ 3:10pm 
It's because the original poster made a typo error: it is convertdeadplanet -- without the ending S. I tried it 2 minutes ago and it worked: I typed convertdeadplanet 7 100 for 3 times, until I noticed that all my home system's dead planets had become class 7 worlds. (I found that asking for class 10 planets was too generous.)
Doctor Proteus Jul 19, 2017 @ 3:12pm 
Originally posted by philo103:
It's because the original poster made a typo error: it is convertdeadplanet -- without the ending S. I tried it 2 minutes ago and it worked: I typed convertdeadplanet 7 100 for 3 times, until I noticed that all my home system's dead planets had become class 7 worlds. (I found that asking for class 10 planets was too generous.)
I see, I will give it another try then.
philo103 Jul 19, 2017 @ 6:39pm 
Update > As I previously stated, executing the convertdeadplanet cheat 3 times (w/ 7 class + 100 planets to convert) worked fine, and it allowed me to quickly colonize all the planets in my home system ... but later on, when I wanted to convert a few more dead planets in neighboring starsystems, the cheat command did not work, despite having spammed it many times. Perhaps there is a limited number of times you may spam a cheat code.

But anyway, despite his typo (adding a fatal S), I am very grateful towards the Original Poster: his tip really made the game far more enjoyable. I am a casual gamer who does not have the time and interest to be frustrated by very long exploration-distances and colony-ship travel-times to find colonizable planets.
Menshai Jul 20, 2017 @ 2:44am 
Couldn't you just change the initial settings of the game to have more habitable worlds?
Doctor Proteus Jul 20, 2017 @ 6:00am 
Originally posted by philo103:
Update > As I previously stated, executing the convertdeadplanet cheat 3 times (w/ 7 class + 100 planets to convert) worked fine, and it allowed me to quickly colonize all the planets in my home system ... but later on, when I wanted to convert a few more dead planets in neighboring starsystems, the cheat command did not work, despite having spammed it many times. Perhaps there is a limited number of times you may spam a cheat code.

But anyway, despite his typo (adding a fatal S), I am very grateful towards the Original Poster: his tip really made the game far more enjoyable. I am a casual gamer who does not have the time and interest to be frustrated by very long exploration-distances and colony-ship travel-times to find colonizable planets.
Might have something to do with the numbers involved.
philo103 Jul 20, 2017 @ 11:01am 
Originally posted by Evil_Lord_Proteus:
Might have something to do with the numbers involved.

Yes, or perhaps -- a hypothesis -- you may only execute that type of cheat command on the very first turn.

What makes me believe this is that in the few games that I have started with the cheat code, I always could easily transform the dead planets of my home system to class 7 planets -- spamming the command until all visible planets were transformed -- but when I later discovered new dead planets in nearby starsystems, spamming the code many times (targeting 100 dead worlds per command), I never succeeded in transforming any of them in the class 7 I was aiming for.

But anyway, as I previously said, I am so happy that I can quickly colonize a few planets in my starting system -- instead of being very frustrated by the default orgy of dead planets -- that I will not complain if some obscure limitation prevents us from spamming the code after Turn One.

In reply to "Menshai" > Changing the pre-launch settings to "abundant" planets and "abundant" habitable planets does not work in countering the orgy of dead planets -- as reported by a few players on the Steam and Stardock forums. But if you imply that the Devs should add a new setting to limit the number of totally unhabitable planets, I strongly agree. If such a feature was added, I would set this planetary factor to "none" or "rare".
OFFLINECHARACTER258 Jul 23, 2017 @ 12:07am 
You can also select a colony ship and type in "modstat CanColonizeDeadWorld 1" in the console to make normal ships have the merc ability. It won't carry over after the turn is done but if you're right next to a planet and within your moves range it'll work
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Date Posted: Jun 30, 2017 @ 8:03pm
Posts: 18