If this is the case, it might be better just to add a powerful "Naval Base" planet bonus to the mix, and do away with the separate planet type entirely.
Lol, do you have an idea of how long winded that would be?

'Abilities', which give the most interesting Bonuses, as shown in 1.2, can only be always given to a Planet, or not at all, there is no 'Random' factor that seems to work. I've tried using the '
OnChance' trigger type in the Buff file, but this would mean that;
a)I could only have 4 possible 'Abilities' per planet,
b)They would
all be displayed, but only the 'Active' ones would give their effect, and
c)One planet may have all of them active (Industrial, Military,
and another two on the same planet; pretty silly really)
The other way to simulate this would be to create multiple planets of the same textures, with pretty much the same files, but giving the 'Abilities' to some of the copies. Then listing all of these new planets in the GalaxyScenarioDef file, and then weighting them in each category so that the chance of each is a small percentage. This is something I might try in 1.4 or later, but at this stage in the Mod's life, new planets are a lot more important than copying dozens and dozens of files to create a rather simple randomness effect.
@ DroneFraggerAn interesting idea, I like that. Making it though would come under the modeling category, and as I've stated, I'm useless at. I would like to do this with a modified TEC structure, but increase the size. This however, is once again out of my league at present.
Thank you both for your input.