Ok just tried that, it worked
On a side note, I managed to build 2 cities on jupiter in a way that they don't have space tiles in their vicinity, making them rather useless...
That shouldn't be. It's probably that they can't get the solar arrays, so no power and they get stunted. I'll fix that.
Jackalope Breeder is ~5 times more expensive then other buildings.
That's another of the Brackenspore buildings. I'll let Tbrd cover that is his review of building costs.
Most units (Nanoworker, Worldship) are cheap to rush.
Yes, those costs should be increased, just as with buildings. I'll look to see if I can find the XML tag.
The Space Workers all have access to all Promotions normal Workers would have (like 10% faster on Desert etc)
Yeah, those are inherited from the Worker unit category. At some point we will need some serious work on space units.
More of an issue with the Map I think, but part of the Oort Cloud is on Transneptunian Space, other half is on Interstellar Space. You can settle the former part with Deep Space Settlers, but then you can't build the Oort Cloud Base. If you settle the other half with a Worldship, the Base can be build. Worldships can't settle the first half, though.
That's the intended set up. I think of the Inner Oort Cloud as being part of the Solar System, while the Outer Oort Cloud, which is only loosely gravitationally bound to the Sun, is considered to be transtellar space.
Culture Spread is not optimal... Culture NEVER spreads from a planet to space, unless you build the city adjectend to space so the initial 3x3 grid expands out there. Space cities (like on an asteroid) never grow; except the Oort Cloud cities.
Anyone know what happened here? First, are you using Realistic Culture Spread? At some point a change was made that prevented the spread of culture over space terrains. It should spread slowly, like with deserts and tundra.
You can settle White Dwarfs, Red Dwarfs, Sun-like Start etc at the moment you get access to Worldships; yet you can't build any building on them for a long time.
At the Interstellar Travel tech you can build Worldships and found cities, and at the Interstellar Colonization tech you can build the Planetary Landing building, which opens up most of the rest of interstellar buildings. In the interim period, the city represents a worldship that is in flight. Using fission or fusion propulsion, these journeys will take 100 years or longer, and during that time you still have a society to manage that can develop its own culture and conduct valuable research.
That said, I think there is still a need for a few more "buildings" for cities in this phase, especially if it's not near the Oort Cloud.
When abandoning a city I found with a Deep Space Settler, I got a normal Worker unit.
Huh, I had never tried that. As far as how the game thinks about them, there is no difference between cities on Earth and cities elsewhere. It's the MapCategory property of buildings and units that dictates what can be built where. There's probably a bit of python code somewhere that governs this.
Antimatter Collectors around the Gas Giants makes sense (as a new building idea), especally around Jupiter since it has very strong van allen belts.
Good idea.
There is a building called "Oort Cloud Solar Array, which doesn't make much sense. The power a solar cell generates is an inverted squared law (?). So basically, if you double the distance from the sun, the power you get is 1/4. If you increase the distance 10 times, the power is only 1%. Oort Cloud is 20.000 - 50.000 AU from the sun, so the power you get from solar panels there would be 1/400.000.000 at best.
Yes, ordinary solar panels would be too weak to be useful at that distance. That's why the Focus Sunlight Power Plant is required in another city. The idea is that an array of mirrors closer to the Sun can focus sunlight and direct it to a receiver in the Oort Cloud.
I got this idea a few years ago at a conference. I talked with someone who developed an idea called the Laser StarWay, which is essentially an array of these solar concentrators, separated by several hundred AU each that would extend all the way between two stars. This would allow solar sail spacecraft to "rapidly" travel between the two stars, greatly reducing on-board fuel requirements. I might move the Laser StarWay wonder to Interstellar Trade.
Yes, the Galactic Era gets us into the realm of highly speculative engineering. That's where it really gets fun in my opinion.
The Terraform buildings sometimes have an effect, sometimes not. For Example, only one city would benefit from terraformed Venus (which is odd). It's probably ok on small bodies like the outer moons that can only fit 1 city, but not for bigger bodies. Also, if two different civs both have cities on the mars, only one would get the terraformed Mars Effect. Maybe it's better as a National Wonder?
Yes, having an "Effect - Terraformed Venus" has been on my to-do list for a while. For the outer moons, I will add some effects like +50 Gold to Europa Colony from Terraformed Europa, in case you managed to squeeze in two cities.
At one point I had envisioned a much bigger role for Titan. The Titan line of buildings would be on the order of the Venus line, and Titan would have only a Jovian map category and thus be disconnected from the normal Solar System line. Robert Zubrin is a proponent of Titan and sees it as possibly the best place for humans to go in the Solar System.
As far as the National Wonder idea, it could be argued both ways. Certainly every civ that has cities on Mars should benefit from it being terraformed. On the other hand, terraforming happens only once. Every terraforming wonder has several prerequisites, such as cometary bombardments and artificial ecosystems, which are intermediate phases of terraforming, and the wonder itself is the culmination of the project. So maybe it should really be a World Project, but for several reasons I have avoided doing it that way.
While we're at it, there are some conceptual issues with colonization of Mercury that I am trying to work out.