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!CGM: Planets Enhanced
File Size
289.007 MB
Jun 22 @ 12:06am
Aug 3 @ 11:40am
16 Change Notes ( view )

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!CGM: Planets Enhanced

In 1 collection by ExNihil
CGM Core Collection
3 items
Core Game Mechanics: Planets Enhanced

This is one of the largest and most sophisticated mods ever made for Stellaris, adding a huge amount of new content, new mechanics and new gameplay options and customizations.

Mod Contents
  • replaces most of the vanilla strategic resource icons with great new icons - only for those resources that have recolors of the same icon as other resources, which is most of them. Replaces and improves the vanilla resource discovery announcements and events.
  • Integrates Lex Peregrine's New Worlds mod - this is now an optional but integral part of this mod. It adds 7 new habitable planets, 6 new uninhabitable planets and 2 new gas giants. It also adds new multiple textures to many vanilla planets, ensuring a richer experience.
  • This mod adds 55 new strategic resources: 17 normal planetary strategic resources (work like alien pets or betharian in vanilla), 9 unique planetary resources (spawn on 1 tile in the entire galaxy each), 14 orbital strategic resources (like the vanilla ones) and 2 synethethic/abstract resources. (see the infographics for details)
  • This mod adds more than 80 new tile blockers. Some are just aesthethic, some are rare or unique and others are tied to the new terraforming and exploitation mechanics.
  • This mod adds 29 planetary buildings and 22 starbase buildings (one for each resource added by this mod, and one for each normal vanilla strategic resource), each with a unique very high quality sprite (see the infographics for details).
  • terraforming after effects.
  • sophisticated AI enhancement and QoL improvement through optional colonization automation. The automation script uses the full assets for this mod and CGM:Buildings, including the APIs stored in other mods, to determine what are the best available colonizable planets in a given empire's space and then send and colonize these planets with whatever colony ships are available. You can turn this on/off at will - it is by default enabled for AI and players can activate it using a country edict.
  • a number of new technologies tied to its various functions - each with a unique high quality sprite as well.
  • a new uninhabitable planet terraforming mechanic (see infographic for more details).
  • a new planetary projects mechanic (infographic coming soon). These are powerful specializations and projects that allow you to exploit and develop planets in new directions - all using a dedicated menu.
  • a new asteroid colonization mechanic, including unique custom made tile-sets/portraits/tile blockers, unique tile blocker mechanics, unique asteroid buildings and dynamic configuration of the number of colonizable asteroids.

Mod Features
  • The mod is 100% savegame compatible - you can load it into an existing savegame.
  • The mod's spawn engine is configurable. The start-up menu allows you to configure the following things:
    -configure the amount and type of strategic resources (mod and/or vanilla)
    -configure the size of habitable planets and homeworlds
    -configure the size and amount of planetary deposits
    -configure the amount and type of tile blockers (mod and/or vanilla)
    -enable/disable game-start autoexploration (takes 1 day in game to actualize).
    -turn mod content and features on/off : New Worlds Planets, Advanced Terraforming of Uninhabitable Planets, Planetary Exploitations and Asteroid Colonization.
    -configure dynamically (during the game as well) the discovery chance of presapients.

Compatibility and Synergy
  • This mod overwrites only a few files- terraforming links, a few anomaly files, strategic resources, the vanilla strategic resources and habitability traits otherwise it is completely script based and does not use the vanilla initializers for anything. It therefore requires compability patches only with mods that overwrite these files. Some compatibility patches will be published in the future.
  • This mod has an extended mod menu in which you can turn almost all of its functionality on/off as you please. You can in fact play 99% vanilla content with this mod and only use some of its galaxy configuration features (example: resize planets!.) The only things that permanently change are habitability traits and most strategic resource icons. One of which is a great improvement over the original.
  • This mod is 100% compatible with Guilli's Planet Modifiers and Legendary Worlds. It has in built synergy with Guilli's.
  • To play this mod alongside Elowiny's Gigastructural Engineering you will need to use this compatibility patch.
  • This mod is fully compatible with Alphamod - I'm working with AlphaAsh on extending more synergy, but it works together and has some interaction already.

Recommended Mods
We highly recommend running this mod alongside:
  • This mod has built in synergy with the new version of Planetary Diversity.
  • Integral synergy with Real Space, including specific configuration for both Real Space and Vanilla.
  • CGM: Buildings - adds full autobuild and AI enhancement to this mod. It is highly recommended that you use the two together, since this mod allows you to decrease deposits and have a more balanced play together.
  • EUTAB: Adding great ethic unique buildings and technologies from Dumuzii - who also did a lot of the great sprites of this mod. OR the EUTAB: Vanilla Replacement mod - which makes vanilla look as great as this mod.

  • English
  • Russian - full localisation. Thanks to @Pacas for his excellent work!
  • Chinese

All other standard stellaris languages have google translated localisations. If you'd like to help with translations, please let us know.

More documentation can be found in this Google Sheets document.[]

Credits and thanks:
  • the new worlds component of this mod would not be possible without Chris Adamek's contribution with his excellent texture-making! All textures are his original works, done specifically for this mod and for any other use he wishes to give them in the future. If you like his work and anything related to star trek, be sure to check out his website which also includes some fine fiction!
  • Personal thanks go to Breloom1994 for some cool gfx. To ATP Kraken for helping with localisation, to Alphaash for the neat steam thumb. And to Pacas for his amazing work on the russian translations. All non original gfx employed by this mod belongs to the original authors and we would like to thank them.

Important Notes
  • if you enable New Worlds its highly recommended you increase habitable planet numbers x1.5 (new game).
  • If you are using Mac OS X and are using this mod and CGM: Buildings: start the game only with this mod, then load CGM: Buildings after 1 month time.

You can leave comments here or contact us on The Stellaris Modding Den discord.

Popular Discussions View All (2)
Oct 16 @ 8:36pm
PINNED: Bug Reports
Sep 7 @ 12:30pm
PINNED: Balance, Suggestions and Requests
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Lex Peregrine  [author] 7 hours ago 
Yea i've seen it happen myself, doesnt make it unrealistic though, some planets even though habitable may just be too inhospitable for various reasons. This is something I might try to tweak, but with the work being done for the new mod and 2.2 coming soon I dont think its worth it right now, and you would have to start a new game anyway.
lostinheart 14 hours ago 
This mod sometiemes make a planet with all tile blocker,how can i colony this planet?Only to terraform it?Is there any mod can colony on tile blocker?
Ah I understand :P thanks.
Lex Peregrine  [author] 22 hours ago 
Actually I cant, only Exnihil can do that since he's the mod's uploader (this version). Nothing else I can do with this version.
ᴇʟᴅᴇʀ ᴡᴏʟғ Oct 22 @ 7:25am 
Could you put the updated version at the top of your description or put (outdated) in title? I would never have noticed there was a new version if I didn't check the comments. Thanks.
Lex Peregrine  [author] Oct 18 @ 3:20am 
thats normal, the bigger the galaxy, the bigger the wait until the script does all the necessary converting, only happens one in the beginning of the game, or after loading a save that didnt have the mod enabled.
Datura Oct 16 @ 8:36pm 
Anyone noticing the game deadlocking upon starting a new save with this mod installed?
Lex Peregrine  [author] Oct 13 @ 6:20am 
@Gerishnakov: planetary projects definitely, asteroid colonization I believe is working and should be safe to use, but maybe lower the odds of discovering them in the options menu, uninhabitable terraforming I dont even recall if there are any problems. As for the other options, leaving them on default is probably fine.
Gerishnakov Oct 12 @ 3:40pm 
@Lex Peregrine would you recommend disabling ALL of the additional features? I.e. planetary projects, asteroid colonisation, uninhabitable planet terraforming, etc...
Lex Peregrine  [author] Oct 12 @ 4:00am 
I have published an updated version on the workshop here:
Disable this one before activating the new, please report any bugs on the new mod's page, but I advise you disable planetary projects and other features known to cause problems because I will not be able to fix them.