I decided that I wanted to do something a bit different. ue-carbon has been giving me a hand and walked me through practically the whole process (and I'll give him some karma for it when I see his id again) but I've hit a sort of a road block.
I have added this bonus:
PlanetBonusLeuthCorpHomeWorld.entity
TXT
entityType "PlanetBonus"
minUpgradeLevelNeeded 0
maxUpgradeLevelNeeded 0
nameStringID "IDS_PLANETBONUS_LEUTHCORPHOMEWORLD_NAME"
descStringID "IDS_PLANETBONUS_LEUTHCORPHOMEWORLD_DESC"
floatBonus:AdditiveCultureSpreadPerc 200.000000
floatBonus:AdditivePopulation 200.000000
floatBonus:AdditivePlanetHealth 35000.000000
floatBonus:AdditiveSlotsCivilian 80.000000
floatBonus:AdditiveSlotsTactical 80.000000
floatBonus:AdditiveTaxIncome 50.000000
floatBonus:AdditiveTradeIncomePerc 1000.000000
floatBonus:MetalIncomePerc 500.000000
floatBonus:CrystalIncomePerc 500.000000
floatBonus:GravityWellRadiusPerc 60.000000
floatBonus:ModuleBuildCostPerc 50.000000
floatBonus:ModuleBuildRatePerc 50.000000
floatBonus:PlanetUpgradeBuildCostPerc 50.000000
floatBonus:PlanetUpgradeBuildRatePerc 50.000000
floatBonus:PopulationGrowthPerc 25.000000
intBonus:ModuleConstructors 0
intBonus:SpacePonies 0
hudIcon "HUDICON_PLANETBONUS_VACATIONCENTER"
smallHudIcon "HUDICON_PLANETBONUS_VACATIONCENTER"
infoCardIcon "HUDICON_PLANETBONUS_VACATIONCENTER"
I added it to the entity.manifest file
entityName "PlanetBonusLeuthCorpHomeWorld.entity"
I added it to the string file
StringInfo
ID "IDS_PLANETBONUS_LEUTHCORPHOMEWORLD_NAME"
Value "Ancient Homeworld of Halcyon"
StringInfo
ID "IDS_PLANETBONUS_LEUTHCORPHOMEWORLD_DESC"
Value "A twist of interdimensional space has landed the ancient LeuthCorp Homeworld here. Take advantage of it."
And finally, I completely edited the PlanetCityHuge.entity file.
TXT
entityType "Planet"
meshInfoCount 1
meshInfo
typeNameStringID "IDS_PLANETTYPE_CITY_HUGE"
asteroidTemplate "Sparse"
dustCloudTemplate "IceSafe"
meshName "Planet_City_0_Huge"
cloudColor ffdafcff
nullMeshRadius 0.000000
nullMeshParticleEffect ""
hudIcon "HUDICON_PLANET_CITY0"
smallHudIcon "HUDICONSMALL_PLANET_CITY0"
infoCardIcon "INFOCARDICON_PLANET_CITY0"
mainViewIcon "MAINVIEWICON_PLANET_CITY0"
undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_CITY0"
picture "PICTURE_PLANET_CITY0"
minZoomDistanceMult 1.250000
glowColor 7fedeca5
ringColor ffdafcff
cloudLayerTextureName "PlanetCloudLayerDark"
planetResourceSetupInfo
asteroidSpawnAngleVariance 3.141593
totalMaxResourceAsteroids 14
metalResourceAsteroidSetup
minCount 6
maxCount 7
extractionRate 0.500000
refineryRate 0.080000
maxRefineryCount 8
crystalResourceAsteroidSetup
minCount 6
maxCount 7
extractionRate 0.500000
refineryRate 0.080000
maxRefineryCount 8
neutralMetalResourceAsteroidSetup
minCount 0
maxCount 0
extractionRate 0.000000
refineryRate 0.000000
maxRefineryCount 0
neutralCrystalResourceAsteroidSetup
minCount 0
maxCount 0
extractionRate 0.000000
refineryRate 0.000000
maxRefineryCount 0
isAsteroid FALSE
healthRegenRate 10.000000
planetUpgradeDef
path:Population
stageCount 8
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxPopulation 90.000000
populationGrowthRate 0.140000
developmentTaxPenalty 0.000000
stage
price
credits 300.000000
metal 100.000000
crystal 50.000000
upgradeTime 35.000000
maxPopulation 175.000000
populationGrowthRate 0.150000
developmentTaxPenalty 0.000000
stage
price
credits 500.000000
metal 125.000000
crystal 80.000000
upgradeTime 50.000000
maxPopulation 260.000000
populationGrowthRate 0.155000
developmentTaxPenalty 0.000000
stage
price
credits 800.000000
metal 150.000000
crystal 95.000000
upgradeTime 65.000000
maxPopulation 360.000000
populationGrowthRate 0.160000
developmentTaxPenalty 0.000000
stage
price
credits 1200.000000
metal 200.000000
crystal 125.000000
upgradeTime 80.000000
maxPopulation 500.000000
populationGrowthRate 0.165000
developmentTaxPenalty 0.000000
stage
price
credits 1500.000000
metal 280.000000
crystal 140.000000
upgradeTime 95.000000
maxPopulation 625.000000
populationGrowthRate 0.170000
developmentTaxPenalty 0.000000
stage
price
credits 2000.000000
metal 360.000000
crystal 200.000000
upgradeTime 120.000000
maxPopulation 750.000000
populationGrowthRate 0.175000
developmentTaxPenalty 0.000000
stage
price
credits 2650.000000
metal 450.000000
crystal 250.000000
upgradeTime 135.000000
maxPopulation 900.000000
populationGrowthRate 0.180000
developmentTaxPenalty 0.000000
path:CivilianModules
stageCount 8
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxModuleSlotCount:Civilian 10.000000
maxModuleConstructorCount 1
stage
price
credits 200.000000
metal 100.000000
crystal 50.000000
upgradeTime 40.000000
maxModuleSlotCount:Civilian 20.000000
maxModuleConstructorCount 1
stage
price
credits 400.000000
metal 150.000000
crystal 100.000000
upgradeTime 55.000000
maxModuleSlotCount:Civilian 30.000000
maxModuleConstructorCount 2
stage
price
credits 600.000000
metal 200.000000
crystal 150.000000
upgradeTime 65.000000
maxModuleSlotCount:Civilian 40.000000
maxModuleConstructorCount 3
stage
price
credits 800.000000
metal 250.000000
crystal 200.000000
upgradeTime 65.000000
maxModuleSlotCount:Civilian 50.000000
maxModuleConstructorCount 4
stage
price
credits 1000.000000
metal 300.000000
crystal 250.000000
upgradeTime 65.000000
maxModuleSlotCount:Civilian 60.000000
maxModuleConstructorCount 5
stage
price
credits 1200.000000
metal 400.000000
crystal 300.000000
upgradeTime 65.000000
maxModuleSlotCount:Civilian 70.000000
maxModuleConstructorCount 6
stage
price
credits 2000.000000
metal 900.000000
crystal 600.000000
upgradeTime 65.000000
maxModuleSlotCount:Civilian 80.000000
maxModuleConstructorCount 8
path:TacticalModules
stageCount 8
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxModuleSlotCount:Tactical 8.000000
maxModuleConstructorCount 1
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 45.000000
maxModuleSlotCount:Tactical 16.000000
maxModuleConstructorCount 2
stage
price
credits 550.000000
metal 175.000000
crystal 125.000000
upgradeTime 60.000000
maxModuleSlotCount:Tactical 24.000000
maxModuleConstructorCount 2
stage
price
credits 650.000000
metal 200.000000
crystal 175.000000
upgradeTime 75.000000
maxModuleSlotCount:Tactical 32.000000
maxModuleConstructorCount 3
stage
price
credits 750.000000
metal 200.000000
crystal 175.000000
upgradeTime 85.000000
maxModuleSlotCount:Tactical 40.000000
maxModuleConstructorCount 5
stage
price
credits 850.000000
metal 225.000000
crystal 200.000000
upgradeTime 85.000000
maxModuleSlotCount:Tactical 48.000000
maxModuleConstructorCount 6
stage
price
credits 1000.000000
metal 250.000000
crystal 400.000000
upgradeTime 85.000000
maxModuleSlotCount:Tactical 56.000000
maxModuleConstructorCount 8
stage
price
credits 1000.000000
metal 250.000000
crystal 400.000000
upgradeTime 85.000000
maxModuleSlotCount:Tactical 64.000000
maxModuleConstructorCount 8
path:Home
stageCount 2
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
isHomePlanet FALSE
homePlanetTaxRateBonus 0.000000
homePlanetMetalIncomeBonus 0.000000
homePlanetCrystalIncomeBonus 0.000000
stage
price
credits 5000.000000
metal 500.000000
crystal 500.000000
upgradeTime 125.000000
isHomePlanet TRUE
homePlanetTaxRateBonus 15.000000
homePlanetMetalIncomeBonus 0.000000
homePlanetCrystalIncomeBonus 0.000000
path:ArtifactLevel
stageCount 9
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 45.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 50.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 51.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 52.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 53.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 54.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 55.000000
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 56.000000
path:Infrastructure
stageCount 5
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxHealth 6000.000000
stage
price
credits 650.000000
metal 350.000000
crystal 100.000000
upgradeTime 90.000000
maxHealth 7500.000000
stage
price
credits 950.000000
metal 400.000000
crystal 125.000000
upgradeTime 120.000000
maxHealth 10000.000000
stage
price
credits 1200.000000
metal 500.000000
crystal 150.000000
upgradeTime 180.000000
maxHealth 12500.000000
stage
price
credits 1600.000000
metal 700.000000
crystal 200.000000
upgradeTime 240.000000
maxHealth 15000.000000
ringsChance 0.000000
isColonizable TRUE
planetTypeForResearch "Invalid"
skyboxScalarsCount 5
skyboxScalars
diffuseScalar 0.910000
ambientScalar 0.150000
skyboxScalars
diffuseScalar 0.670000
ambientScalar 0.400000
skyboxScalars
diffuseScalar 0.800000
ambientScalar 0.400000
skyboxScalars
diffuseScalar 0.550000
ambientScalar 0.600000
skyboxScalars
diffuseScalar 0.720000
ambientScalar 0.800000
requiredPlanetBonusesCount 1
bonus "PlanetBonusLeuthCorpHomeWorld"
possibleRandomPlanetBonusesCount 0
ambienceSoundID "EFFECT_PLANETAMBIENCE_LOOP"
renderAsVolcanic FALSE
ShieldMeshName "Shield_PlanetSmall"
renderShield TRUE
moveAreaRadius 84000.000000
hyperspaceExitRadius 45000.000000
isWormhole TRUE
maxStarBaseCountPerPlayer 256
maxSpaceMineCountPerPlayer 12800
minShadow 0.000000
maxShadow 0.000000
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 "䄀戀椀氀椀琀礀倀氀愀渀攀琀䌀椀琀礀䠀甀最攀"
Now some of this is over the top, but yeah. It's sort of the point. I want to do a one planet-only vs 4 hard computers and if it works out, bump it to unfair.