With these, one can made the alloys for the basics.Iron
Copper
Aluminium
(Crystals?)
Silicon
Gold
Silver
Uranium
A follow up:
Looking into the Mendelev table, the following metals seem the minimum for a technological society to construct its tools of trade:
I am assuming a planet along the lines of the one seen in SMAC: The atmosphere is not perfect, but is close enough to earth's that a supplemental filter can be worn by colonists for safe travel outside, and environmental protective wear would be recommended but not needed.
For "Happy" resources, just what is it about weird stuff you find on an alien planet that makes colonists happy enough to forget why you've just dumped half their population into the recycling tanks to get enough resources for that shiny new network node?
Strategic Resources
Health Resources: Obviously, the colonists aren't going to hop out of their rocketships and start chowing down on 6-legged alien sheep.
As for importing Earth crops: This should be represented by a farm. Just a farm. Colonists should be planting earth crops out there, not alien ones, and they're not going to be any healthier for doing so, nor do I think it will enchance the game to have them plant different varieties of earth crop.
...
When and if it comes time to harvest alien flora, there should be a seperate improvement along the lines of a Plantation for resources, and a "different sort" of lumbermill for 'forests' and 'jungles': perhaps an improvement focused more on harvesting useful organic compounds for research or, if biotech has advanced enough, consumption.
-Fauna - I think the best way to handle alien life forms is this: have basic lifeforms and a more advanced sort of lifeform. The advanced lifeform represents a permanent 'barbarian' threat, along the lines of mindworms. The basic lifeforms are the creatures that might be a danger early on, but not so much as the colonists gradually understand the new ecosystem. To this effect: All Fauna are barbarians at game start. After a certain level of biotech is reached, primitive animals become visible as resources, and once a higher level is reached, the "Basic" hostile lifeforms, the equivalent of Lions, Wolves, Panthers and Bears in vanilla Civ, vanish from the map and instead become useable resources. The advanced lifeform(s), whatever that is, remains a threat throughout the game.
I think its worth mentioning the Lalande scenario from Test of Time, which had a number of fairly creative native lifeforms...giant burrowing insects in salt flats, bear-like creatures that lived in acidic marshes; and going back to flora, the main method of early scientific advance was studying the dominant lifeform of the planet, a type of forest that routinely burned itself to the ground with fire-pod fruits, to enrich the soil for the next generation.
Luxury Resources: This seems like the area with the most possibilities for creative interpretation. Is there some amazing new narcotic that can be harvested for great happiness, but which will also turn your people into dunces? I do not think that any civ4 luxuries should be present...all the precious metals that are mined on the new planet will likely be going straight to industry and science.
Flora and Fauna-based luxuries, yes, but there needs to be a plain and sensible reason. Colonists on another planet aren't going to be impressed by jewelry made from space-elephant tusks, but they might be impressed with a gland harvested from a space elephant that makes their synapses fire faster and extends their lifespan.
Neutronium is degenerate matter, like metallic hydrogen. It is super-dense, and is found in super-dense places. If that sort of thing is in the game, it will be produced in a lab environment, like Geomodder said. For asteroids dumping interesting metals on the planet: that is a very real possibility, the earliest examples of iron weaponry and tools on earth were constructed with meteoric iron, which was often an iron alloy, and thus was far more usable with the low metalworking technology of ancient times. Perhaps there are large groups of asteroids composed of platinum alloys in this new system? That's an exaggeration, but finding useful surface metal of that nature might make a solid Goodie Hut/Unity Pod event.
Gerikes said:I kind of liked the idea of having the world start pretty inhospitable, but be able to terraform the planet (possibly using policies enacted in diplomacy) to eventually allow a more breathable system that allows for increased productivity. The Planeteer factions would probably vote it down.
Gerikes said:It seems that others have a pretty heightened grasp of metals and construction than I do, so I'm going to trust a lot of what's being said.
Gerikes said:I smell an easter egg...![]()
Gerikes said:I'm thinking this is a "when". While I agree that having a player build improvements that just build carrots over green beens is overkill, I think that there should at least be the option to start "living off the native land". The idea of Planet defending itself (which has been discussed before) from threats in this light could be how the food is foraged. One improvement might be more Planet-friendly than another, although would have other disadvantages.
I can't find the post, but one thing mentioned was that in order to achieve a "don't piss off planet" vibe, there could be a few different types of natural Flora, some bad (poisonous, probably would lower health for the plot, among other things), some good (+ health or + food). You can always plant good flora, assuming you have the right setup, but flora can spawn near your base or spread (similar to forests in Civ4), and will be "good" or "bad" depending on how planet-friendly you have been thus far.
Gerikes said:I'm sure that more fun than seeing these creative life forms is being able to control them!
Gerikes said:Basically, I think we could really come up with anything, and so long as we can sell it to the players, then it's possible that those who colonize Planet would be able to sell it to the colonists.
Gerikes said:A unity pod would be the obvious replacement for goodie huts, but I think that impact craters could work too. The graphics might be a bit strange, but the gameplay would work out. Perhaps impact craters show where future resources may lie, providing players a reason for developing near them, similar to how players tend to develop near a mountain thinking that there's a possibility of finding iron when they gain the necessary resource? I really can't tell if this would be a good thing or a bad thing, which I would lead to believe that it's probably a bad thing, but I thought I'd throw it out there anyway.
Gerikes said:I like your thinking. I'm not sure I have the mind capable of coming up with the actual names or definitions, but if you have any ideas on how the resource system might be modified slightly from Civ4, feel free to talk about them. Say if something works neat in your head, but would require strategic resources to work differently, it can be arranged.
I did like the planetary 'terraforming' options in SMAC's diplo assembly...Launch Solar Shade or Heat Ice Caps. If those could be implemented, it would open up other possibilities, with varying effects on planet's environment, and appropriate "Ecology" flavor that encouraged or discouraged different factions in their votes (Fungicide Ban [Prevents application of Fungicide promotion for formers, prevents existing promotions from functioning], Fungus Preservation Laws [Prevents "Remove Fungus" mission for any tile that is touching less than 4 other fungus tiles], Nano Enrichment [begins a planet-wide program of altering soil chemistry towards terran norms with nanites, increasing all food yields and forest spread while seriuosly miffing the ecology], and so on)
Innately hostile plant life sounds interesting, and I quite like the fungus mechanic in SMAC. It's nasty when you start, but one possible path of exploitation is to increase your PLANET rating and head for techs that improve yields in the Fungus, even planting fungus to take advantage of this. In that, I see what you mean, but I think that the very act of planting "good" flora over "bad" flora should piss off the ecology, since you're fiddling with the balance. Perhaps it would be less of an effect than building farms with Terran flora/fauna in them.
It might do to set out several paths for the player, with some intermingling: Terraforming, Hybridizing, and Adapting. You can Terraform things towards Earth, along the lines of Farms/Condensors/Mirrors/Boreholes from SMAC, which really screws with the ecology but has big rewards. You can Hybridize and engineer terran flora and fauna with alien flora and fauna to create a middle ground, which is reflected in a "tree farm" sort of economy seen in SMAC, but which would also include farms, or making hostile resources less hostile. You can also Adapt your own colonists to live off native life, IE the aforementioned fungus path.
That's the creative possibilities part, and it's wide open. The Glowrocks thing reminds me of the notion of the modern fad; in the same way that Ivory and Fur are obsoleted by later manufacturing technologies in vanilla Civ, perhaps some luxuries could be "Fad Items", useful for a certain amount of time before falling out of favor. One might go so far as to make "fad luxuries" into its own mechanic...every time a new social technology is discovered for the first time, a new resource is picked as a fad luxury and an old resource is phased out as a fad luxury, while the underlying uses for the resources still apply. Sure, Razorbeaks can be fun pets, but they are SOOOO last cycle.
Civ's default city recommendation system (Blue circles indicating where an AI would prioritize settlement) already seems to take into account invisible resources, so it does seem to be sensible to me to create something to show that there will be a resource there one day.
I don't know if that something should always be an impact crater, though, as I would imagine the "material" resources as being visible practically from the start, with only the "Living" commodities as requiring research to properly use.
The impact crater does sound interesting in terms of having a "different" graphic for unity pods that aren't actually unity pods...SMAC liked to throw little weird anomalies instead of the expected unity pod at you. Oh, we thought it was a unity pod, and it totally looked like one from a distance, but its actually an alien artifact/warp rift/nest of mind worms. Different graphics for different exploration possibilities would be nice (One possible result of 'exploring' an impact crater might be "There are a higher quantity of Heavy Metals in this impact site than orbital prospecting indicated; a new resource has been discovered!").
Spoiler Verylong :
I think Civ4 already has most of the necessary systems in place for use of resources; if anything, what needs tweaking is the Strategic Resource system, in which one copper resource supplies an infinite number of Axemen. There are already a lot of modcomps out that can help that. I think the best approach with strategic resources in relation to units is this: They do not relate to units. Instead, tie them exclusively with buildings. Factories are more efficient with a source of Heavy Metals, allowing you to produce more. You can already do this with existing XML tags, thanks to the Ironworks. In addition, more complex units should require manufacturing infrastructure; a size one base with no buildings shouldn't be producing a top-of-the-line Needlejet, no matter how many turns it takes. Instead, have certain types of units require buildings, in the same manner of FFH, or at least have them dramatically easier to churn out given those buildings. A step further would be giving buildings a UnitDomain-specific production modifier tag, as well as a UnitDomain-specific resource production modifier tag.
A simpler alternative, and one which is tossed around a lot (I saw some threads on apolyton to the effect), is to make strategic resources increase the speed with which units are built. It might be a more viable, albeit (from my perspective) less interesting approach.
In EITHER approach, strategic resources do not represent the only source of something: rather, they represent a region in which that resource is easily accessible or of exceptional quality. They should under no circumstances prevent a faction from building something, as that definitely goes against the character of a SMAC sort of mod.
Gerikes said:I think we were only really thinking being able to plant good fungus. Bad fungus is just something that pops up, and if you don't mess with it, it will become good after awhile.
Gerikes said:And I think a lot of this could be wrapped into the concept of each player's Planet rating (whether it is a visible number or something that is kept track of in the SDK but not shown to the player), which is lowered/heightened through using Civics, creating eco-friendly/hazardous buildings and improvements, etc.), and also could do a part of the global Planet rating (similar to FFH's "Armageddon counter").
Gerikes said:I think that's a neat idea. I'm not sure how well it would fit into the idea of creating a SMAC world. Perhaps it's just me thinking that a future civilization would probably be above consumerism![]()
Gerikes said:That's true enough. SMAC even had that where a unity pod might form a resource after hitting it. Would sure give another reason to explore first. I could also imagine impact craters being at the bottom of oceans as well. That would save us from having to think of how to get the graphics embedded into the ground, unless of course the water runs out.![]()
Gerikes said:That all looks good to me. This could also be interesting from the NLF's as combat units perspective. If we used a sort of evolution-tree, players creating an all-NLF army could forgo the need to create large buildings to create higher-up units, which would give us leeway to allow some penalties for Planet players who don't get their daily recommended amount of planet-destroying manufacturing power![]()
Gerikes said:If I read this correctly, heavy metals would be used (with other buildings) to increase ground force productivity (perhaps submersible sea units as well?) and light metals would be used for air and, I would assume, sea. Just for my own curiosity, what type of metals would be better for out-of-the-atmosphere ships?
Gerikes said:I'm not sure how it goes against the character of a SMAC sort of mod, but I agree with the idea anyway.
A positive planet rating would signify "We're learning to live in harmony with Planet as it is." How this relates to the Industry trait: A positive Industry rating, in addition to providing more production, would cause more pollution. Thus, while a positive Planet rating will have a strong mediating effect on a positive industry rating's pollution (due to restraints and understanding of the ecology), having a negative Planet rating *and* a positive Industry rating could cause serious ecological damage, between the pollution and the terraforming.
So: A "Terraformer" player will want a low Planet rating for their purposes since they're going to be clearing out all that fungus anyhow, an "Adapter" player will want a high Planet rating for their purposes, and a "Hybrid" player will want something in between, since they're still improving land and terraforming (planting forests and farms), but at the same time they aren't as well equipped as the terraformer to fend off angry fungus, and thus can't afford it.
Undersea discoveries? That would make the discovery of Deep Pressure Hulls a sort of exploration renaissance, as factions sent new Undersea Explorers to find all the neat impact craters on the ocean floor.
An NLF-reliant faction would also likely receive production and morale bonuses based more on their planet rating and the flowering counter, as was mentioned in that thread you linked...there is also FFH's mechanic for vampires feeding on populations to gain XP. Mindworms lay eggs when they burrow into people's brains, so perhaps an NLF army could "draft" units out of the citizenry, with better results when there are brood pits/bio labs/etc available, so that NLF users can use their buildings for more than just lifeform production bonuses.
-1"Stop eating us!"
So, it might make sense to add an additional XML tag for the building scheme: One which first checks for the presence of another building before applying its bonuses.
The "Special" facilities (forgive their generic names)
Instead of having the buildings specify the units they can build (since they can't), units would instead specify the "special facilities" that could help in their construction with something like <ProductionModifierBuildings>.
It looks more complex than it is, but it may be too much for a casual player to swallow. I'm obviously biased, since its coming from me.
Gerikes said:I'm not sure about this. I would think that doing things that are related to Terraforming Planet to be more like Earth would affect your points, not the other way around. Unless you're saying a revolving system, where the more you terraform, the lower your score, and thus the more you can terraform?
Gerikes said:If I understand you correctly, a citizen drafted in a city for a Planeteer could actually be fed to the NLF's to help them grow? I would implement this just to see that mad message
Alternatively, some Planet bonuses could be used as production factories similar to the metals idea, but with medicinal or horomonal growth uses for "Planet Resources". While the Metals Resources are specific to typical units, the Planet resources are specific to planet units.
Gerikes said:Not sure what you mean here. What is the "other" building to check for? If I recall correctly, you would make the bonuses cumulative.
Gerikes said:I think that with some touching up and simplifying it down to just a few rules, it wouldn't be to bad. For example, when describing the effects, I think it would be ok to not have to differentiate between "Generic Buildings" and "Specialized buildings". Perhaps just be able to say each unit's production effectiveness is increased depending on the power of the buildings in the city that can affect it, and that the power of the buildings in the city are increased depending on the resources connected to it....
...Of course, this would severely cut down on our ability to tweak it to our wants, and I'm sure no-one would agree on the naming conventions. However, I believe that one of the things that SMAC got wrong (and so did a lot of other sci-fi items) is that the names didn't adequately tell us what it was describing in many cases. I'm not recommending we use "Normal", "Secondary", and "Advanced", but if we come up with a convention that can give players a hint as to how to best run that building, we would cut the amount that the player would have to learn to just one domain and the others would follow suit.
Gerikes said:Ugh, I wanted to keep this one short, too.
I meant that Planet rating would represent a philosophy or approach, and that in turn affected things like Terraforming rates; in retrospect, I can see how that doesn't make as much sense as being the other way around. Perhaps planet rating should be removed from the social engineering realm altogether and tied in with the Armageddon (flowering) Clock instead, on a faction-by-faction basis, as was suggested elsewhere. Thus, all terraforming a given faction does decreases their planet rating (potentially making future terraforming easier, in a sort of revolving system like you said) while also increasing the flowering clock planetwide.
Yes and yes. It might also be interesting to tie in the number of Fungus squares in the city radius with NLF production. There are already methods in place to check for numbers of features (forests/jungles), right? Would it be possible to change the effect from health/unhealth to a production increase for a specific unit domain?
The other building to check for would be *any* type of base production facility, either a generic factory or a domain-specific factory. This step would only be used if it was decided that there shouldn't be "hard" pre-req for units to need a certain type of building, but still wanted to preserve a sense of "units are built much more efficiently when you have a place to build them".
Prereq and inter-related buildings are both meant to be flavorful; if they don't add enough to gameplay, they shouldn't be in. I normally wouldn't think of prereqs as being a good idea, but the system works very well in FFH, where each "land" unit line has a specific prereq building needed for building or upgrading any unit in the line.
Under this setup, both types of factories could conceivably receive upgrades throughout the game to represent improving fabrication techs. The tree would be rather simple, and look something like this:
Original Building: Assembly Plant
First Upgrade Line --> Automation: Assembly Plant --> Matter Converters: Assembly Plant
Second Upgrade Line --> Nanite Quality Control: Assembly Plant --> Nanoreplicators: Assembly Plant
With the default factory being more productive with a given resource, and the more advanced additions requiring gradually more Light Metals and Radioactives to be effective. Each factory would have a set of "upgrades", either the same listed above, or varying for each factory (in which case the tree might need simplification into one upgrade line for each non-generic factory)
Generic Factory = Assembly Plant (Theme: Heavy Metals)
Generic Factory = Reactor Plant (Theme: Radioactives)
Generic Factory = Electronics Plant (Theme: Light Metals)
Infantry Factory = Armoury (Theme: Light Metals)
Vehicle Factory = Vehicle Plant (Theme: Light/Heavy Metals)
Air Factory = Hangar (Theme: Light Metals)
Naval Factory = Shipyard (Theme: Heavy Metals)
Space Factory = Launch Facility (Theme: Light Metals/Radioactives)
Are we looking into the possibility of producing seeds in the cities and then having our terraformers plant wheat, corn, or rice eventually? There is a modcomp that I linked to in some thread where resources are planted.
Too complicated or not a direction we're headed?