# Star glow from sun is set under atmosphere in	00_planet_classes
# Star surface is set in worldgfx file for each star
# Effects are set in particle effect for each star
# New planets also need planet tiles (game/gfx/interface/icons/tile_backgrounds)
# New planets need surface background (game/gfx/portraits/environments)

### EXAMPLE:
#pc_tropical = {
#	entity = "gaia_planet"
#	entity_scale = 8.0
#
#	picture = pc_tropical	# Use tropical portrait art instead of gaia
#
#	atmosphere_color		= hsv { 0.58	0.3 0.7 }
#	atmosphere_intensity	= 1.0
#	atmosphere_width		= 0.5
#
#	city_color_lut = "gfx/portraits/misc/colorcorrection_neutral.tga"
#
#	min_distance_from_sun = 60
#	max_distance_from_sun = 80
#	spawn_odds = 10
#
#
#	extra_orbit_size = 0
#	extra_planet_count = 0
#
#	chance_of_ring = 0.2
#
#	planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
#	moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }
#
#	colonizable = yes
#	colonization_tech = { "tech_tropical_colonization@1" }
#	district_set = <string>		# Use any string here, for use in the uses_district_set trigger for easy compatibility
#	initial = yes # Default is no, only specified for planets available as starting classes for custom species
#	potential = { host_has_dlc = "Infernals Species Pack" } # Trigger for the planet class to spawn, no scope check
#
#	uses_alternative_skies_for_moons = yes				# Will set planet background for moon
#	uses_alternative_skies_if_has_orbital_ring = yes	# Will set planet background if has orbital ring, Default is no.
#
#	space_monster_target = yes	# Country types with space monster AI will wander to this planet type if set to yes
#
#	is_artificial_planet = yes	# Will make sure that modifiers for non artificial planets are not added, e.g. max districts
#	inherit_country_building_modifiers = yes/no # default = yes; Can be used to block all other additions of max building and district modifiers except the planet class specific ones.
#}
###

####################
# Habitable Planets
####################

# Dry
pc_zro_desert = {
	entity = "zro_desert_planet"
	icon = GFX_planet_type_desert
	icon_large = GFX_planet_type_desert_big
	picture = pc_zro_desert
	potential = {
		always = no
	}
	climate = "dry"
	auto_trait_prio = {
		trait_auto_dry_preference
	}

	entity_scale = @planet_standard_scale

	atmosphere_color		= hsv { 0.63 0.35 0.63 }
	atmosphere_intensity	= 2.0
	atmosphere_width		= 0.5

	min_distance_from_sun = @habitable_min_distance
	max_distance_from_sun = @habitable_max_distance
	spawn_odds = @habitable_spawn_odds

	city_color_lut = "gfx/portraits/misc/colorcorrection_desert.dds"

	extra_orbit_size = 0
	extra_planet_count = 0

	chance_of_ring = 0

	planet_size = { min = 17 max = 17 }
	moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

	production_spawn_chance = 0

	colonizable = yes
	district_set = standard
	uses_alternative_skies_for_moons = no
	uses_alternative_skies_if_has_orbital_ring = no

	carry_cap_per_free_district = @carry_cap_normal
}