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Planetary Diversity
File Size
1,508.408 MB
Dec 16, 2016 @ 12:00am
Oct 10 @ 10:11am
251 Change Notes ( view )

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Planetary Diversity

In 1 collection by Gatekeeper
Planetary Diversity - All of Them
11 items

Stellaris: 3.1.*
Not Achievement Friendly
PD Discord Server[]

Planetary Diversity Add-On Mods
Unique Worlds
More Arcologies
Exotic Worlds
Reworked Habitability
Planet View
Planetary Habitats
Shroud Worlds
Space Habitats
Gaia Worlds

This mod adds 54 new habitable planet types to the game; with custom artwork for all.
- 36 regular worlds
- 18 rare worlds.
+ Rare uninhabitable planets.
+ several random events for particular worlds

This mod only adds 3 more planets to a game;s total planet count

The mod uses events to change the existing planets when a game starts, and does not add more planets to your game. All of the planets fit into the vanilla 9 planet system, sort of like subclasses of the planets.
Example: all of the Desert planets have a chance to become a Desert, Oasis, Dune, Coastal, Outback, Aquifer or Salt World.

Game Start Events;
- If you start on Sol or Deneb you can add terraforming candidate modifiers to some planets.
- You can change nearby neighbour planets to be the same category instead of them being the same class.

- Engineered Environment - allows localized terraforming of a colonized world, with world shaper there is a upgrade that allows any planet to have the bonuses of a Gaia world.

Rares have special bonuses, buildings and jobs, but are less common than the rest. If you start on a rare world, you gain nearby planets that are similar to your planet's group.

Wet Worlds
Continental Types
Regular: Retinal, Forest, Lake, Tepid,
Rares: Superhabitable (Food & Mineral) Megaflora (Minerals, Food & Society)
Ocean Types
Regular: Cascadian, Crag, Swamp, Fog
Rares: Karst (Wet/Dry - Minerals & Engineering), Aquatic (Society & Food)
Tropical Types
Regular: Atoll, Mangrove, Tepui, Cenote
Rares: Geothermal (Wet/Cold - Energy & Alloys), Biolumen (Society & Food)

Dry Worlds
Desert Types
Regular: Dune, Oasis, Outback, Coastal
Rares: Salt (Minerals), Aquifer (Dry/Wet - Food & Society)
Arid Types
Regular: - Mesa, Atacama, Mediterranean, Badlands
Rares: Primal (Alloys & Energy), Coral (Minerals & Consumer Goods)
Savannah Types - Steppe, Prairie, Veld, Semi-Arid
Rares: Tidally-Locked (Dry/Cold - Food & Energy), Supercontinent (Dry/Wet - Food, Society & Physics)

Cold Worlds
Arctic Types
Regular: - Frigid, Glacial, Antarctic, Aeolian
Rares: Storm (Wet/Cold - Energy), Eyeball (Energy & Physics)
Tundra Types
Regular: - Bog, Mycelium, Mud, Basalt
Rares: Rogue (Cold/Dry - Energy & Minerals), Lichen (Minerals & Food)
Alpine Types
Regular: - Boreal, Snow, Highland, Dune Forest
Rares: Glaciovolcanic (Alloys, Minerals & Food), Lanthanide (Consumer Goods, Minerals & Physics)

Uninhabitable Planets
Hothouse World, Diamond World, Chthonian World, Hot Gas Giant, Cold Gas Giant, Subglacial World, Volcanic World, Ethane Ocean, Hydrocarbon World, Cloudless Gas Giant, Carbon World, Iron World

Hive Origins
1. Hive Worlds have gotten a facelift and there is an Infesting Hive Origin. Basically, a zerg style playthrough, you must be a devouring swarm and once you land on a planet you start to infest it with the hive itself.
2. The Megaflora Tree of Life is a separate tree of life that auto terraforms worlds to have a special tree; they are blocked from terraforming but any world they set on that can be changed will be changed to a megaflora world. (20-40 years at first, later with special technology it lowers to 10-20 years).

1. Adds an Inquisition for Imperial Cults, allowing for a special building and jobs.

Special thanks:
Don Artemio, Father_Foma – for Russian translation.
Draco Lander - for Polish translation.
Joky – for French translation.
duffymcdave + Patrick-From-Germany - for German translation.
Aranha Maluco, 66KILL99 - for Portuguese translation.
io & Alguerath - for Spanish translation.
Shota3245 - for Japanese translation.
Meishashier, LunarTraveller, DERSCHNEE1, KrukaL, shouerma, SANagisa, 363760758, 502y, AshenJN, ChthollyLee, coldwind676, DrGu1tar, EDING1250, enshulv, ethanz428, FakeMemory, fdsafdsree, fgf1011, fixedbug, Hithn, Jiu-Cha, KasierIch, liyuanchen1996, lurunlin, lyf67175817, MahlerProton, Mosin-Lee, MuriyaTensei, Nazrin720, Night-Lighter, passerprophet, PhaethonD, Ps23333, SkyWolfy682, - for Simplified Chinese translation

Thank you for enjoying it and please rate it if you have a second.

Do Not use Planetary Diversity original art without permission. Do NOT put PD in a merged Mod Pack without permission (collections are encouraged).
Planetary Diversity on ModDB
PD 3.0.*
PD 2.8.*
PD 2.6.*
PD 2.5.*
PD 2.1.*
PD 1.9.*

*Also please stop asking if this is compatible with other mods, I generally don't know. Just try/use Irony to find out, you'll figure it out way faster than waiting for an answer from someone.
Popular Discussions View All (51)
Oct 21 @ 2:37pm
PINNED: FAQ, Bug Reports & Issues - Check here first before commenting
Oct 19 @ 8:37pm
Planet Ideas
Oct 16 @ 11:43am
PINNED: The Console Commands for the Planets
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Shadowslayer Oct 19 @ 5:21pm 
It could also make your mod dependent on the Aquatic Species Pack though unless normal species besides Aquatics are also able to settle the Ethane Ocean Planet. But the Aquatics can use their own Aquatic Civics, and Mechanics added by the DLC but for Ethane Ocean Planets.

What's the difference between Ethane Gas and Methane Gas anyway? My Chemistry knowledge is a little rusty since High School. I know the Methane Planet has a lot more solid land, and the Ethane Planet only has liquid on the surface.
Gatekeeper  [author] Oct 19 @ 5:05pm 
@Shadowslayer - cool idea, sounds like a lot of work. Maybe?
Shadowslayer Oct 19 @ 5:01pm 
Give the mod author time to see the code dude. He works hard to keep all his mods updated. I am sure he knows what he's doing. He'll figure out how to get the mod to work with the DLC and get rid of all the bugs.

But I was going to propose an idea about making the un-habitable Ethane Ocean planet added by this mod into a habitable Exotic World for the Exotic World Add-on for Aquatics (since we are finally getting Aquatics now) and give it some unique terraforming mechanics just like all the other Exotic Worlds, except it uses mechanics added by the Aquatic Species Pack. The Aquatic Colossus shoots Liquid Ethane to flood a planet instead of Liquid Water.

But I am jumping WAY ahead of myself, and the Mod Maker here. We do not even know ANY of the new mechanics, civics, or origins yet. Much less the code. I'm just assuming shit. Lol.
Gatekeeper  [author] Oct 19 @ 2:44pm 
@sportysrule - I hope this is a joke, considering the dlc was announced hours ago. I have no idea until I see the code?
sportysrule Oct 19 @ 2:40pm 
How will the new aquatics DLC affect your mod because there are several aspects take only playing water worlds and in your mod there’s more than one water world
relytor Oct 18 @ 4:30pm 
If anyone is interested, I have updated my sub-mod Relytor's Planetary Overhaul that is an alternative habitability mod to Gatekeepers Reworked Habitability . I have also posted a more in-depth habitability and resource overhaul sub-mod that take some gameplay ideas from the Master of Orion series and applies them here: Master of Stellaris - Planets . Thank you Gatekeeper for all your hard work and your beautiful artwork!
Gatekeeper  [author] Oct 17 @ 10:04pm 
@Rio - Everything is working as intended, Tidally locked planets don't rotate in real life, so mine don't either!
Rio Oct 17 @ 9:25pm 
I'm in a new game and I'm noticing that the tidally-locked worlds are not spinning on their axis. It could be cause by some of the other mods, but have you turned off the tidally-locked worlds ability to rotate on its axis?
deathskull2008 Oct 16 @ 7:01pm 
Is there a way to see the species ID with this mod on? All the habitability tooltip lists block the species ID from showing with "debugtooltip" on.
Gatekeeper  [author] Oct 16 @ 2:12pm 
@Rio - sounds like your not using the normal sol system as I change it to a hydrocarbon world if you're using the regular one. As you are using a different mod's sol then you should contact the mod maker for any changes you'd want to make.