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Guilli's Planet Modifiers and Features
File Size
420.357 MB
Feb 16, 2017 @ 2:02am
May 28 @ 2:56pm
183 Change Notes ( view )

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Guilli's Planet Modifiers and Features


Guilli's Planet Modifiers
For version 3.4+ of the game.
Compatible with all DLC. DLCs not required.
Compatible with virtually all mods. Build in compatibility for mods such as Real Space, Planetary Diversity, and other mods that add planets.

For a 3.3 LEGACY version of the mod, see here:

Spy Operations: Gather Relic Intel & Steal Relic. Minor Megastructures and a precursor planet (Archaeopolis). And More!

What does this mod add?

Planet Modifiers and Features (deposits)
  • 300+ Unique planet modifiers for planets, habitats, ringworlds, machine worlds, hive worlds, relic worlds, and so on!
  • Secret and rare precursor planet modifiers.
  • Unique and powerful Fallen Empire planet modifiers, only found on their planets!
  • 100+ Planetary features with unique graphics, linked to planet modifiers or events
  • Several cool new blockers
  • Planet modifiers also appear on Barren, Frozen, Toxic and Molten worlds and Gas Giants. As well as asteroids, suns, and other celestial bodies.
  • Several New planet modifier border colours! (grey, blue, purple, pink,..)
  • 28 new reclics
  • tons of exploration, colony other events!

Starting Menu
  • A handy starting menu allowing you to pick just how many planet modifiers planets should have and has options to turn parts of the mod off.

New policy: Surveying Policy
  • Set how thorough your science ships survey worlds

  • Unique leviathan "The living Planet" with a special reward. Leviathan DLC required for this to show up.
  • Several new anomaly events.
  • 50+ new "discovery!" events. Small event telling you discovered something interesting!
  • 40+ new colony events based on planet modifiers found on the world.
  • Unique capital event chains based on your ethics choice rewarding a capital planet modifier. (to be redone)
  • New planet interactions with the crisis events. Bombarding infested worlds or worlds bombarded by the unbidden can turn into molten/frozen/barren/nuked worlds. Each can then roll new planet modifiers fitting them.

  • 28 new relics can be found from exploration
  • Most relics have matching Casus Belli and wargoals and matching war names
  • The AI really wants your relics, fight then for it! And steal theirs in the process!

Armies, Buildings, Components, Ships, Traits
  • Several new armies that can be recruited from planets with specific planet modifiers.
  • Several new buildings can be unlocked providing you discover how
  • 2 unique components can be unlocked from discoveries
  • 2 unique event ships van be gained from discovering rare worlds
  • Several new traits were added. They can be unlocked from discoveries or gained from events

  • Shielded world graphics for specific planet modifiers
  • Solar systems are spiced up with debris in precursor systems
  • A unique shipyard star model for precursor shipyards (not a megastructure)

Wondrous Planets
How it works:
At the start of the game, up to one planet of each planet type will be chosen as a wondrous planet. This planet will have unique planetary features on it that provide very large bonuses! Once you have surveyed and discovered a planet like this (or the AI has), the planet name will change to a different colour.

Discovery! Events
How it works:
When your science ships survey a planet and discover a special modifier on that planet an event will pop up telling you about it. This only happens the first time you discover this modifier. You will have the option to spend some influence to tell your scientist to take another look for extra rewards..

Colony Events
How it works:
Over 40 mini colony events have been added that can trigger after you have colonized a world with this mod's modifiers. Several capital event chains to do with your ethic choices have also been added.

Valuable World Modifier
How it works:
Some dead worlds (barren, frozen, etc) that have specific modifiers will also have a 'valuable world' modifier. This modifier allows terraforming of this world with the right technologies.

Terraforming Interaction
How it works:
  • Terraforming cleans up planet modifiers and has a chance to roll new good ones
    When you terraform a planet the following will happen:
  • Most bad negative modifiers will be removed (where it makes sense)
  • Precursor modifiers will NOT be removed
  • Planet wonders will be removed.
  • The newly terraformed planet has a chance to roll new flavour or positive modifiers. Flavour modifiers have a grey border and are just there for story/lore or roleplay.
  • Turning a planet into a Machine World will remove most modifiers and roll unique machine world modifiers.

Crisis Interaction
  • Crisis that purge or change planets will have improved interactions with planet modifiers.
  • They will remove and/or roll new modifiers as well.

Want to help?
I want to expand this mod with more planet modifiers. Feel free to leave suggestions in the comments or the suggestion post! Thank you very much!

Support my time
Hello, if you like what I do and wish to thank me for my time working on this mod you can do so by donating a few dollars to help me pay the bills :). This money will not go to waste and will help me greatly in my passion for modding. Any support is greatly appreciated! Thank you.

You can support me on Patreon

If you want to leave a small donation instead:

Thank You

A huge thank you to everyone who tried out my mod, is playing my mod and/or has helped me get it this far! Without you all this would have never been possible.

Special thanks to the following people for suggestions and feedback!
A huge and special thanks to Heather H. for proofreading all the English localization and providing corrections and improvements as well as unique story content. Thank you very much!
-Waesche for the cool colour name trick
Special thanks to the original creators of all the art.

Please rate and let me know what you think, Enjoy
Popular Discussions View All (45)
Jun 23 @ 12:16pm
PINNED: Bug Reports
Jun 20 @ 11:58pm
ancient archaeopolis
Jun 23 @ 12:24am
< >
[BoS] Tiberius Just now 
Is the Precursor Habitat part of this mod?
ArcaneGamer 3 hours ago 
@Archorus thats planet diversity
Archorus Jun 22 @ 11:18pm 
Anyone else getting the "Grand Legislative Hall" blocker that takes up almost all the district slots on a planet? I have x9 Grand Legislative Hall, and each one takes up 3 districts, creating a -27 districts deficit. It's insane. I can't even remove them.
lyndonguitar Jun 22 @ 3:45pm 
does with work with ethics and civics 3.4classic?
Tal'Raziid Jun 22 @ 2:25pm 
has anyone had an issue with teh strat' resource extraction buildings not actually giving any jobs on the archaeopolis?
BoostHungry Jun 21 @ 6:49pm 
If we select 0-3 modifiers per planet, is that a 25% chance for each possibility? Would be nice to have a bell curve so most planets have like 1, maybe 2, and then 0 and 3 are more rare.
KiiKii Jun 21 @ 7:01am 
Please Update New 3.4.4 ! :steamsad:
cryptid (threat) Jun 19 @ 8:56pm 
What mods are compatible with this?
SBlack Jun 18 @ 5:42pm 
Does this mod add an "automated gun turret" planet feature? Maybe it's another one, but I seem to be getting that on many planets lately, even though it's often not thematically fitting. It makes sense when there was an old civilization, but not on random planets.
lyra_tcm Jun 15 @ 8:47pm 
Most of the triggers for megacorp only events/rewards/options only check for the default megacorp but doesn't support mod added ones. Could this be changed by adding is_megacorp checks? (while some of the responses may not make as much sense having it would still be better than nothing)