Ok, so if you find an aquatic world, and you colonize it with CanColonizeExtremeWorld or CanColonizeAquaticworld, you get the following modifiers:
Which means you have 50% production.
If you research ColonizationFocus2 OR you have AmphibiousAbility, you get the following modifiers:
- ProductionPoints: 0
- GoodsAndServices: 0.25
- Tourism: 0.25
Which means you get full production, 25% extra morale, and 25% extra tourism income. So far, so good.
Here's the rub: if you research UltimateAdaptability OR you have AmphibiousAbility, you get the following modifiers:
- ProductionPoints: 0.10
- GoodsAndServices: 0.10
- Tourism: 0.25
Which then suggests that...
...you just got LESS morale when you researched UltimateAdaptability, and AmphibiousAbility civilizations get LESS morale from water worlds than civs that have researched ColonizationFocus2!
Note that I listed these in the reverse order than they are written in the .xml, and assumed they read from the top down and stop at the first qualifying entry (see below). There are several other ways the <ExtremeTypeModifier>s can be read: they can read from the top down and pick the LAST qualifying modifier, in which case it would be the -50%, which has no prerequisites. It can read from the bottom up and pick the FIRST qualifying modifier, which would again be the one with no prerequisites. It can read from the bottom up and pick the FIRST qualifying modifier, ignoring one with no prerequisites, which would work, except then why is AmphibiousAbility even listed in the top entry? Alternatively, it could read from the top down, and pick the LAST qualifying modifier that has prerequisites, which fixes the AmphibiousAbility problem, but not the UltimateAdaptability problem.
This isn't the only place this happens, it is true of at least several other extreme planet traits: UltimateAdaptability gives you less than ColonizationFocus.
In the aquatic trait .xml in vanilla GC3, both the first and second modifiers listed AmphibiousAbility, except that they both had the same values except for production points (which was 0.25 for UltimateAdaptability/ AmphibiousAbility, but 0.0 for ColonizationFocus2 / AmphibiousAbility). At that time I simply assumed it was read from the top down and stopped at the first qualifying entry, but I could never figure out why AmphibiousAbility was listed twice.
Does anyone out there have any perspective on this?