I was wondering what file I can edit within the games data XML to force planets and/or stars to maintain a greater number of habitable planets. I was looking at Planetdescriptions.xml but I have no idea what these numbers mean:
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PlanetDescription
------- Name BarrenNoPotential /Name
------- ColorScheme Barren /ColorScheme
------- UsableElevationRange 0.4,0.8 /UsableElevationRange
------- EnhancementPotential 0 /EnhancementPotential
------- ClassRange 1,7 /ClassRange
/PlanetDescription
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The three sets of numbers I am curious about are UsableElevationRange, EnhancementPotential and ClassRange. I am assuming ClassRange indicates the low and high Base potential of that planet type when it is spawned into the game, however, I was under the assumption that the maximum PQ is 26, however:
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PlanetDescription
------- Name Eden /Name
------- ColorScheme PerfectPlanet /ColorScheme
------- UsableElevationRange 0.35,0.7 /UsableElevationRange
------- EnhancementPotential 10 /EnhancementPotential
------- ClassRange 16,100 /ClassRange
/PlanetDescription
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As we see in the Eden example, the ClassRange field is moved from 16 - 100. Is there some odd way to hit a PQ 100 planet? Better yet, what does the UsableElevationRange field indicate with regards to the planet? Is that Tile usage ability (X and Y plane availablility on the planet?) 0.4 and 0.8 on the first example which was a (assumed) PQ 1-7 vs. the Eden planet which is PQ 16-100 which offers 0.35 and 0.7.
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I am just looking for a few answers from anyone who might know. My goal is to create a modified game that offers a gigantic galaxy with fully habitable planets. This is often called a Logistical Nightmare (

) however I see it as an opportunity to have a truely epic game.
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Thanks in advance.