2,451 ratings
Guilli's Planet Modifiers 2.3
File Size
311.906 MB
Feb 16, 2017 @ 2:02am
Jul 13 @ 12:23am
110 Change Notes ( view )

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Guilli's Planet Modifiers 2.3


Guilli's Planet Modifiers
For version 2.3+ of the game.
Compatible with all DLC. DLCs not required.
Compatible with virtually all mods.
Special compatibility with Glavius AI (thanks to Glavius!)

What does this mod do?
  • 300+ new Planet modifiers with unique icons and features.
  • 100+ new planetary features with unique graphics.
  • 6 new armies based on modifiers. Can only be built on planets with those modifiers.
  • Several new anomaly events.
  • 30+ new "discovery!" events. Small event telling you discovered something interesting!
  • 40+ new colony events. There's a chance of a special event when owning a planet with a new planet modifier.
  • Unique capital event chains based on your ethics choice rewarding a capital planet modifier.
  • Planet modifiers appear more frequently and in larger numbers with an options menu at game start to choose how many.
  • A handy starting menu allowing you to pick just how many planet modifiers planets should have.
  • Planet modifiers can be strong and provide a strategic choice when it comes to planets.
  • Secret and rare precursor planet modifiers.
  • Several New planet modifier border colours! (grey, blue, purple, pink,..)
  • Planet modifiers also appear on Barren, Frozen, Toxic and Molten worlds and Gas Giants. As well as asteroids, suns, and other celestial bodies.
  • Terraforming cleans up planet modifiers and has a chance to roll new good ones (see below for details)
  • Ringworlds and Habitats have a chance to roll a 'construction' modifier to indicate how well construction has gone.
  • Unique modifiers for Ringworlds, Habitats, Fallen Empire Worlds.
  • Tomb worlds hold ancient secrets. Precursor modifiers can be found more frequently here.
  • 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.
  • Habitats build over some worlds can gain some bonus based on the planet's modifiers.
  • Unique planet graphics and objects around planets such as shields, planet rings, shipyards, etc.
  • Unique leviathan "The living Planet" with a special reward. Leviathan DLC required for this to show up.
  • 3 unique game start civics; death world, precursor world and fallen empire lost colony. Apocalypse DLC required for these to show up.

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 colonised 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:
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
How it works:
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!

Build-in compatibility
Compatible with Planetary Diversity
Compatible with More Star Classes
Compatible with Real Space
Compatible with Real Space - New Frontiers
Compatibility errors like Failed to find texture "gfx/portraits/environments/<planet name>.dds" for planet pc_<planet name> can be safely ignored.

Support my work
Hello, if you like what I do and wish to thank me for my work on this mod you can do so by donating a few dollars. 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::

Follow me on if you wish to keep up and get previews of some of the changes ;)

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.
Popular Discussions View All (8)
Sep 9 @ 5:04pm
PINNED: Bug Reports
Aug 19 @ 11:33pm
Sep 2 @ 11:17am
PINNED: What do you not like about the mod?
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Natalie 2850 Sep 11 @ 4:20am 
Hey, gpm_debug.txt in the events folder used to have an event for each modifier to add or remove it. Did you get rid of that completely or move it to another file? not played in a while sorry :p
Ozymandias Sep 9 @ 2:32am 
I constantly get a bug where my starting planet is a "Death World" without exception in every playthrough. Does anyone else get this?

And if so, is there a console command to remove it? E.g. what is the id for the planet trait?
baronjutter Sep 3 @ 5:11pm 
Hi Guilliman, got a small problem with the special habitat bonuses. "Periodic Meteor Showers" gave my habitat "Frequent Asteroid Flybys" which says it gives mining districts, but the Habitat ends up only actually having Leisure, Trade, and Habitation for district options, no astro-mining.
makeshiftwings Sep 2 @ 10:59am 
In a multiplayer game, if I choose "Options" from the initial pop up window, it just closes and nothing happens. Works fine in single player. Any ideas? I just want to turn off planetary rings.
Sprout Aug 31 @ 7:42pm 
@Viper Infinity
Anything is ironman compatible, ironman just prevents you from savescumming. But it's not achievement compatible- any mod that changes gameplay in any way (or even aesthetic mods that alter certain files, the specifics of which escape me at the moment) will prevent you from getting achievements (which also happen to require ironman mode active).
Viper Infinity Aug 31 @ 3:21pm 
ironman compatible?
Baleur Aug 30 @ 5:15am 
Thank you! =)
Guilliman  [author] Aug 30 @ 4:53am 
@Baleur try:
event gpm_start_menu.1
Baleur Aug 30 @ 4:16am 
Can i run a console command or something to re-roll planet traits for existing savegames? =D
Guilliman  [author] Aug 30 @ 12:53am 
Hi DankMasterYo,

I cant remember if 2.3 is compatible, but I uploaded an old 2.2 version I still had archived here: