Azurian
The Azurian
removed
I tried that for the lunar map, but a lack of
time, skill and motivation due low support has lowered my enthusiasm about that by a great deal. So I`d like to stick what I can: Making buildings.
Well, this is excactly the boring implention I was complaining about.
for example, would it be as beneficial to put some defenses there as if you actually trade with it?
Other thing, -1 Population in EVERY city is way too much.
I was less thinking of different location wonders but rather on buildings that actually represents the benefits of a planet. Like, on Mercury you could build peaks of eternal light, big solar farms, resource manufacturer, Solar Sail producer, Mass driver and it would give a bonus to settle venus.
Like I said this is just the first step for testing. We can make them as unique as we want such a one Lunar colony giving Helium 3 while another Titanium. Or even have some special buildings require a specific wonder or choice of wonders.
Space pirates is nothing that will happen any time soon. And asteroids that actually hit your colony when your planet has some sort of atmosphere are so rare I doubt it would pay off to have expensive defenses. But ok, lets keep it as a first step.To protect it from Space Pirates? Or asteroids that could take out your colony?
As I said, even -1 Pop would be way too much actually.Well I don't think you can have it only take from one city. Unless it worked like the immigrant unit.
Those are good ideas but you still need to "stake your claim". How about we merge out ideas and you have a set of general buildings that require you own one of the Colony Location Wonders. Such as if you have Mercury Colony (Bello) then you can build mega solar farms.
I was thinking the same here. There should be limited locations for colonies there. I was thinking making them increase the costs for the next one by 50% or so instead of give them a hard limit. After that, you could develope more infrastructure. I'd like to start with Mercury anyways, so here is what I'm thinking:
Why go there?
So we have lots of metals to build a colony without the need to import much stuff from earth, which is good due the high delta V (this is a measurement of energy) to get there. We also have probably some water there, but it is maybe smater to make it a fully unmanned colony in the first place. Except at the poles, daily temperature changes from freaking cold to incredibly hot. High radiation is also quite a problem. So one solution would be to dig deep underground, since you'd primary use it as mining colony anyways. But growing here a big population like a second earth is pretty much not worth the trouble.
A research base (also for the sun) would be reasonable, but beside this I picture mercury more as a giant mining and electricity harvesting colony with very few or no human presence at all.
Small mine
Produces low quantity resources, only to build the colony itself.
General thoughts?
Edit: The names are totally changeable, I'm bad at this
Also, feel free to split/merge those buildings asmuch as you like, I'm sure we can find a solution.
Well aside from maybe Venus the land mass of all other "worlds" will be much less than Earth. However since one can choose the size of Earth and city placement on Earth can vary its hard too say how many locations should be available. Also Earth has a limited number of land locations (before sea colonization)
As seen above Mars currently has 19 real life locations, there of course can be made more, but how much more? We don't want too many either since we don't want it to be too easy to get a bunch of colonies. However we still want enough so more civs can get them and they are not all taken by the leading civ.
Also there may be a factor of overpopulation and crowded nations. I am still leaning towards the -1 Population per colony since by the time you can make these colonies the Earth cities are HUGE! And since these are wonders and not actual cities it would make sense that ore colonists would leave to go there later. Alternatively we may want to think about population migration. Such as adding additional buildings that require the colony wonders to give benefits by lowering a cities population by 1. I am thinking maybe to have a new unit called a "Space Immigrant" that works like an Immigrant unit in that it lowers the pop of the city it was made in and then will build a special building in the city that made that colony wonder. We could even do similar things with cargo units in which they would not have to be produced in the city your wonder is in.
Are you saying a mine for each specific colony? That might be overkill. However we could use it like the guilds in that if you had like "Lunar Mining Corporation" it could give + whatever from specific colonies. Just like how the Butcher's Guild gives +from all Butchers. However in this case it would have to list all Mars colonies. Which is actually better than having to make a mine building for every colony wonder.
Yeah this is all brainstorming. I thin together we can find what works. I am thinking we need to treat colonies and planets on a regional scale rather than individual cities if we are not using actual cities.
The other weird thing is that the effects of the colonies will be indirect in basically how they influence Earth. Apposed to their specific needs. Such as if a colony is using food for themselves but not sending it back to Earth then the outcome is not food, but less maintenance. In fact should the colonies drain food too? Meaning rather than just draining money they are draining cities food. Also if thy do drain food should it be from the city the wonder is in or nationally from all cities?
But as I said, please not for Mercury. Let's have different celestial bodies differnt properties, so it DOES matter were you put your colonies at, ok? The space immigrant for bigger colonies sounds ok and interesting, yet not very realistic.
Yeah they should. Yet having a Control Center that can be conquered is also very interesting. Or maybe a (great) spy mission that can "steal" access to a colony could be added?
I'm been thinking...
Would it be actually nice to actually get some events such as comet landings and ufo sightings, and other things? What about alien lifeforms outside of the planet that we could meet up with? Space Pirates? other barbarians in space? What about a chance that aliens landing on our planet while we are still in the renaissance period, randomly spawning powerful barbarians?
Whatever we come up witb, change the color on that post, Faustmouse
It's damn near unreadable, and isnt even comfortable to look at.
@Hydro: No other comments on my above post? I'd like to know your thoughts about the different options of limited colonies.
Smaller then earth, but still unimaginable big. But yeah, there are other things to consider, like radiation, natural resources etc. Colony sites HAVE to be limited in some way.
What options do we have to limit things?
1) Making a fix number of WW, like for Mars. Downside is that it would add a lot of new buildings.
2) Soft limit like national units, so that each building would increase the costs of the next. This wouldn't stop the leader from taking a lot of the locations (which would be quite realistic actually, but not fun gameplay wise)
3) Restrict colony sites to one per Civ: unrealistic, frustrating since you can only have one and also I'd like to see some sort of race here.
4) Adding a Space property that is generated by Launch Sites etc but consumed by colonies. Preparing big rockets for launches takes time, so this is actually realistic. This could be extended to space exploration missions.
5) Same reason as 4, have each colony a "requires X Launch Sites".
6) A colony can only be founded by a unit, which then performs an incredibly expensive mission. Limit here would be the you have. Very realistic, but "impossible" to balance at the moment.
Ok.
1. True, but not nearly as much as if we made say a Lunar or Martian version of every critical building.
2. I am not sure what you mean. If you want them to be harder to build more than you need to do the opposite of what the City Hall buildings do. Rather than make it easier to make those buildings you make each building add a penalty to make more of them. Such as Lunar Colony (X) gives -5% Production of Lunar Colony (Y). The down side is you need every wonder to list every other wonder.
3. I think that is highly unrealistic. I vote no to 1 per civ.
4. That's a cool idea if done right. I are you thinking of having auto-buildings made when the levels reach certain levels? So like Lunar Colonies require is 100 Space Points while Mars Colonies Requires like 200 Space Points. And then once built the colony takes away like 10 space points per turn. The problem I see is if we have a limited amount of space points produced at launch sites that we might need a Healer/Police/Ecologist type unit that gives a dynamic amount of Space Points such as Rocket Scientists who gives space points when in a city but cost like a TON of gold as maintenance and probably a lot of hammers to build.
5. Can that be done for wonders? If so that might be the simplest way. However that means you need a lot of Earth cities to get colonies which in turn also means civs with more land are more likely to get more colonies in space thus snowballing things more.
6. Not sure what to say about this one.
So do you agree with the rest we've talked about here? If so, you want me to come up with building suggestions in more detail?