Space Colonization modmod

Uhm.... I was able to colonize everything up to the Oort cloud after researching... Deep Space Colonization? Not sure about the name, it was in the same column as Planetary Trade and in the 1st row. This enabled Mercury colonies and , Asteroids end even everything up to Neptune and it's moons. I can attach a savegame if you'd like.

You should be explore to explore Transneptunian Space with probes by now, but not colonize until later. I'll look into it; probably missed an XML tag or something.

Generally I've seen you are very conservative with most building stats. Compared to my lunar stuff they barely cost gold and I think in the long run, that should be more in line with each other. Either your approach or my "space is freaking expensive!" approach, I don't mind. Your wonders are very immersive, but also come with "poor" stats for a wonder, most of the time.

Yes I have, and I will be upping the gold and research rewards on a lot of those too. That should get us through the Galactic+ tech trees faster.

More buildings would actually be quite nice. Clutter is bad, but having a choice is nice.

Any specific suggestions for building ideas are welcome. I sort of ran out and had trouble filling up some of the later techs. It might be good to keep the cislunar colonies interesting longer, but even for me there is such a thing as too much.

So, do you have any plans for future updates or do you want to suprise us?^^

The biggest thing I have on my agenda right now is low-Earth orbit space stations for the Information Era, which will be stepping stones to farther out colonies. There will be some more specialized map improvements and galactic terraforming. I'm not satisfied with how intergalactic and hyperspace cities are structured yet. I don't think I will be making any more huge content additions though, like adding another era. I'm more focused on taking what we already have and making it work better.
 
You should be explore to explore Transneptunian Space with probes by now, but not colonize until later. I'll look into it; probably missed an XML tag or something.

I can't settle on transneptunian stuff I think. I thought you meant I can't colonize the outer solar system; but if you were refering to transneptunian stuff I'm quite sure I can't settle there. Sorry for the confusion.


Yes I have, and I will be upping the gold and research rewards on a lot of those too. That should get us through the Galactic+ tech trees faster.

Ok cool! But I was refering here to Nanotech and Transhuman Stuff, as this is how far I am right now.


Any specific suggestions for building ideas are welcome. I sort of ran out and had trouble filling up some of the later techs. It might be good to keep the cislunar colonies interesting longer, but even for me there is such a thing as too much.

For starters you could split up laboratories to be more specific, IE instead of having a Cislunar Lab you could have a Materials Lab, Solar wind lab, telescopes, astrolabs, something like a "health lab" that researches long term microgravity on bones etc. or anything research related to long term mission stuff. Training facilities for further explorations. A satellite Repair Station or even Satellite production facilities. A Space Station Hanger. Facilities for researching Farming on other planets. Too bad Mr Azure isn't around anymore, he'd probably have 1000 more ideas :D


The biggest thing I have on my agenda right now is low-Earth orbit space stations for the Information Era, which will be stepping stones to farther out colonies. There will be some more specialized map improvements and galactic terraforming. I'm not satisfied with how intergalactic and hyperspace cities are structured yet. I don't think I will be making any more huge content additions though, like adding another era. I'm more focused on taking what we already have and making it work better.

Sounds cool! I noticed that at the end of the Transhuman Era techs are spread out quite a bit. Is this intended for adding more or just something that could use some clean up?


Edit:

With only Deep Space Colonies building research, my output goes down to around 3k :science: per turn. If all cities build research, it goes up to 690k (Tech costing 4.2m). Probably an overflow bug? Nevertheless it makes progress very very slow and I probably don't want to continue this game, eventhough I want to know what happens next :( Might be able to crawl up to the galactic era as a finisher, but that'll be all...

Also, I researched Abyss Colonization and this unlocks Europa an Titan Bases. I was able to settle on these much earlier, is this intendet? I noticed the same thing earlier with some building related to other moons.
 
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I can't settle on transneptunian stuff I think. I thought you meant I can't colonize the outer solar system; but if you were refering to transneptunian stuff I'm quite sure I can't settle there. Sorry for the confusion.

Good; sounds like it works as intended.

Ok cool! But I was refering here to Nanotech and Transhuman Stuff, as this is how far I am right now.

Yeah, those too. Adding more research to every space colony will speed up all the future eras.

For starters you could split up laboratories to be more specific, IE instead of having a Cislunar Lab you could have a Materials Lab, Solar wind lab, telescopes, astrolabs, something like a "health lab" that researches long term microgravity on bones etc. or anything research related to long term mission stuff. Training facilities for further explorations. A satellite Repair Station or even Satellite production facilities. A Space Station Hanger. Facilities for researching Farming on other planets. Too bad Mr Azure isn't around anymore, he'd probably have 1000 more ideas :D

All good ideas. If you want to jot some down on a list, I will take a look. No guarantees that I will include everything, but there are a few places where I would want to see some more.

Sounds cool! I noticed that at the end of the Transhuman Era techs are spread out quite a bit. Is this intended for adding more or just something that could use some clean up?

That section is where the old Galactic Era began, and I just didn't add anything there, whereas I added a lot later on. For now I would just keep it as is to leave room to add more if needed (though I'm not planning on it). If there ever is to be expansion of the future eras, the late Galactic is where I would want new material to be.

With only Deep Space Colonies building research, my output goes down to around 3k :science: per turn. If all cities build research, it goes up to 690k (Tech costing 4.2m). Probably an overflow bug? Nevertheless it makes progress very very slow and I probably don't want to continue this game, eventhough I want to know what happens next :( Might be able to crawl up to the galactic era as a finisher, but that'll be all...

I was afraid of that. The overflow bug is a fatal problem for the future eras on large maps. I've run into it myself. I won't judge if you cheat by hacking your gold or adding in free tech bonuses to come buildings. I have no idea what to do about it.

Also, I researched Abyss Colonization and this unlocks Europa an Titan Bases. I was able to settle on these much earlier, is this intendet? I noticed the same thing earlier with some building related to other moons.

It's intended. Basically, the way I think about it is that a Deep Space "city" is primarily an orbital megastructure that orbits either the Sun or some planet other than Earth. A city "on" Europa is really an orbital structure in the orbit of Europa, and then it has a subcolony that is on or under the surface of Europa. You'll notice that the Europa city, in addition to being able to build all the Europa buildings, has access to the usual Deep Space buildings such as O'Neill Cylinder. Once upon a time, it wasn't like that and each of the planetary colonies has its own line of buildings, but I merged them into the deep space line because there just wasn't enough unique content for the outer planets alone.

It's a little confusing. I'm open to a suggestion that makes it conceptually simpler.
 
I have no idea what to do about it.
I do and it's high priority but there's lots of high priority stuff to work on. I'll get to it asap anyhow. Just saying ASAP might be a little slower than hoped.
 
Yeah, those too. Adding more research to every space colony will speed up all the future eras.

Neat!


All good ideas. If you want to jot some down on a list, I will take a look. No guarantees that I will include everything, but there are a few places where I would want to see some more.

A list of just the buildings or also with stats etc?


That section is where the old Galactic Era began, and I just didn't add anything there, whereas I added a lot later on. For now I would just keep it as is to leave room to add more if needed (though I'm not planning on it). If there ever is to be expansion of the future eras, the late Galactic is where I would want new material to be.

Ok fair enough.


I was afraid of that. The overflow bug is a fatal problem for the future eras on large maps. I've run into it myself. I won't judge if you cheat by hacking your gold or adding in free tech bonuses to come buildings. I have no idea what to do about it.

Might do that.


It's intended. Basically, the way I think about it is that a Deep Space "city" is primarily an orbital megastructure that orbits either the Sun or some planet other than Earth. A city "on" Europa is really an orbital structure in the orbit of Europa, and then it has a subcolony that is on or under the surface of Europa. You'll notice that the Europa city, in addition to being able to build all the Europa buildings, has access to the usual Deep Space buildings such as O'Neill Cylinder. Once upon a time, it wasn't like that and each of the planetary colonies has its own line of buildings, but I merged them into the deep space line because there just wasn't enough unique content for the outer planets alone.

It's a little confusing. I'm open to a suggestion that makes it conceptually simpler.

Ok makes sense now. Maybe a free building "Orbital Base" when founding these would make it clearer? Also why do you call these terrains "rock and ice moon, vulcanic moon, very cold moon" etc, instead of their "real" name? We call them Mars, Venus, Moon... But not Mercury, Jupiter etc...
 
A list of just the buildings or also with stats etc?

If you have ideas for stats, that would be good. I'll adjust as necessary, but you are good at working out the appropriate values.

Ok makes sense now. Maybe a free building "Orbital Base" when founding these would make it clearer? Also why do you call these terrains "rock and ice moon, vulcanic moon, very cold moon" etc, instead of their "real" name? We call them Mars, Venus, Moon... But not Mercury, Jupiter etc...

That was a request that TPEHEP made a while ago. The idea was to allow for more flexible Solar System maps. For instance, there could be multiple Neptune-like planets, or Saturn could have a Europa-like moon. Since Venus and Mars are major colonization zones, they don't have the generic names.

As for the Orbital Base, that could work. One thing I am considering, but am undecided about, is whether to convert the planetary buildings (e.g. Europa Colony) to the Jovian map category. That would mean that to get them, you would have to build right on the panel as opposed to next to it.
 
As for the Orbital Base, that could work. One thing I am considering, but am undecided about, is whether to convert the planetary buildings (e.g. Europa Colony) to the Jovian map category. That would mean that to get them, you would have to build right on the panel as opposed to next to it.

I don't quite get that :(
 
As it is now, in order to build the Titan buildings, you need to have Methane Moon in the city vicinity. If the city is on a Solar System plot but adjacent to a Methane Moon panel, that's good enough. The change I am considering would give the Titan buildings the Jovian map category, and retain the Methane Moon in city vicinity requirement. That would mean that the city actually has to be on a Jovian tile (Jovian is the map category for all Solar System moons and planets other than Venus, Earth, and Mars).
 
Soooooo...
I increased my research output and now techs take 2-3 turns. I just researched all techs in the TH era now.

First of all: Are you crazy?! How much content you added is mind boggling! It's highly immersive as well, I can't stop playing :D

- O'neil Cylinder and onwards have very reasonable cost. I never build research in my colonies now (might be due the faster research) but it looks good! The focus shifts away from Lunar and Martian Colonies towards the outer system now.

- Hydrogen Sulfide Life can be build on Io, but gives a Bonus to Ganymede terraforming

- Radiation Tolerance (Human Mod) should also give a Bonus to Colonies on Io. Actually it would be cool if these would enable these colonies in the first place (by giving +:food: instead of :commerce: maybe?)

- The Jovian Core Probe is about 50% to expensive. (112 turns)

- Martian Material Supply takes around 64 turns (also quite expensive)

- There are some buildings still in the building list, which I think are long obsolete. Rope Factory for example, Water Threatment Plant, Solar Parking Lots... I can give you a complete list if you are interested.
 
I'll give you raw ideas about other Cislunar (CL) buildings. Might inspire you.
As for how much research, I'm not sure. It's :science: that is too low now, instead of :hammers: 10-50, in that range, seems appropiate.
I'll post more as I get more ideas, but probably have to play the early CL timeline again, which I do after I finished this game.

CL Materials Lab
+1% :science: with Nanotubes, etc; all "hightech" materials
(can you even get these to your colonies?)

CL Solar Wind Lab
:science:, maybe :health: as you know better when a solar storm hits you

CL Telescopes
:science:

CL Astrolabs, CL "health lab"
+10% faster training of Deep Space Settler (or maybe enables them in the first place)
+ :Health:
:science:
maybe x% faster construction of certain human mods (like heat resistance)


CL Training Facilities. CL Satellite Repair Station
XP for Military Units
faster construction of Deep Space Settlers


CL Satellite Production Facilities
Could enable more futuristic satellistes (ComSat V2 etc...) but this is probably covered with Nanosatellite Constellations.
+:hammers: and :gold: are ok, too.

CL Space Station Hanger
Not sure how exactly your stations are going to work, but there might be some applications here.


CL Agriculture Research Center
:food: and :science: of course, maybe faster construction of certain ET Farms later?
 
Ah ok thanks! So this means there is a way to colonize just empty space next to a moon?

Yes, that should be doable. And you can build Deep Space cities far from any planet or moon.

First of all: Are you crazy?! How much content you added is mind boggling! It's highly immersive as well, I can't stop playing :D

Yes I am, thank you. And you still have three eras to go.

- Hydrogen Sulfide Life can be build on Io, but gives a Bonus to Ganymede terraforming

- Radiation Tolerance (Human Mod) should also give a Bonus to Colonies on Io. Actually it would be cool if these would enable these colonies in the first place (by giving +:food: instead of :commerce: maybe?)

That might be an error on my part, I check. And the latter idea is a good one.

- The Jovian Core Probe is about 50% to expensive. (112 turns)

- Martian Material Supply takes around 64 turns (also quite expensive)

Yes, it seems that when I increased the building cost formula, I wasn't careful about the impact on the wonders. I would like to keep the principle that Great Wonders are 8X the cost of regular buildings at the same location and tech column, but I might have to compromise. Or add more hammers from buildings before these wonders come up. My guess is that terraforming planets and moons will also take a very long time.

- There are some buildings still in the building list, which I think are long obsolete. Rope Factory for example, Water Threatment Plant, Solar Parking Lots... I can give you a complete list if you are interested.

A list would be much appreciated if it's not too much trouble. I've noticed them too.

I'll give you raw ideas about other Cislunar (CL) buildings. Might inspire you.

Those all great ideas. I'll study and plan them in more detail when I have time. In some cases they seem similar enough to things that already exist.
 
Yes, that should be doable. And you can build Deep Space cities far from any planet or moon.

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...


Yes, it seems that when I increased the building cost formula, I wasn't careful about the impact on the wonders. I would like to keep the principle that Great Wonders are 8X the cost of regular buildings at the same location and tech column, but I might have to compromise. Or add more hammers from buildings before these wonders come up. My guess is that terraforming planets and moons will also take a very long time.

There are others, too. Like the CL Elysium, which takes 126 turns ;)

A list would be much appreciated if it's not too much trouble. I've noticed them too.

Rope Factory, Glass Factory (both don't produce any resources btw), Water Treatment Plant, Fire Station, Solar Parking Lot, Organic Lamps, Cryptology Center, Desalination Plant.




New observations:

Jackalope Breeder is ~5 times more expensive then other buildings.

Most units (Nanoworker, Worldship) are cheap to rush.

The Space Workers all have access to all Promotions normal Workers would have (like 10% faster on Desert etc)

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.

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.

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.

When abandoning a city I found with a Deep Space Settler, I got a normal Worker unit.

Antimatter Collectors around the Gas Giants makes sense (as a new building idea), especally around Jupiter since it has very strong van allen belts.

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.

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?[/QUOTE]
 
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.
 
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.

A lot of your terrains like io have culture spread like this:
<iCultureDistance>20</iCultureDistance>
while normally its always lower than 5.

Also is this intentional, that Moon colony build its national wonder (Lunar Outpost) for 300 turns?
There is quite a lot of distance in tech tree between Luna bases, where you can build moon settlers and commercial spaceflight, where you can build moon workers.
 
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A lot of your terrains like io have culture spread like this:
<iCultureDistance>20</iCultureDistance>
while normally its always lower than 5.

So that's the tag that governs this? Then I should be able to fix it myself.

Also is this intentional, that Moon colony build its national wonder (Lunar Outpost) for 300 turns?
There is quite a lot of distance in tech tree between Luna bases, where you can build moon settlers and commercial spaceflight, where you can build moon workers.

I am going to put the lunar colonies back at Lunar Colonization in a future update, and the Lunar Outpost wonder will probably go away. But that will be part of a few other changes I plan for lunar colonization.

Also, I think the Lunar Bases tech should be moved a bit later.
 
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.
The Solar Array was one of the buildings I couldn't build, yes. And then a lot more, like the O'Neil Cylinder etc.


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.

Ah ok! It confused me a bit; also why can't I build the Oort Cloud Base in my inner 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.

Yes, Realistic Spread is on. I think Raxo had the answer here...

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.

Ah ok it makes sense that way. But if you don't know that, it seems strange and in a way bugged, as if those weren't allowed to be colonized until Interstellar Colonization. Maybe a building called "In Flight" could indicate that? It would be replaced / going obsolete at Interstellar Colonization.


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.

Ah ok I didn't check the requirements.


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.

Titan sounds interesting. I also thought about the World Project. Also I got one "Green Mars" plot now, even before I built the wonder.

Also is this intentional, that Moon colony build its national wonder (Lunar Outpost) for 300 turns?
There is quite a lot of distance in tech tree between Luna bases, where you can build moon settlers and commercial spaceflight, where you can build moon workers.

The way I planned it in the first place was that you can't build cities on the moon at lunar bases. Instead you could only send ships that build improvments (beying destroyed in the process) and then you could only build a city on the moon (at Lunar Colonization), if there was a certain Improvment on the plot. But let's see what Pepper came up with :)


Oh and I should note that Techs take 5 or more turns now (Teleportation Tech), even with my massive building cheating of giving Lunar Bases 250k Research each. So there is definetly waaaay to few research now in the TH and Galactic era, or the techs increase to fast in cost. Or both. What makes the problem worse I think is that there are only 2-3 techs per column, thus your x-grid and therefore the cost increase a lot faster than in the earlier eras. But building times are ok now, with around 9 turns per building in most circumstances.
 
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Techs take 5 or more turns now
On what gamespeed... this is about what techs should cost on snail, at nearly any point in the game though there is some natural fluxuation.
 
Pretty sure it's snail, but I check it the next time I play. Note that during the TH era, I could only sustain 3-5 turns per tech if ALL of my cities build research. Now I 9 buildings in my empire that generate 250k research each (+ modifiers) and it still takes 5-7 turns per tech even if I build research everywhere.
 
It seems like volcaones on IO can go dormant and change terrain to Earth type - there was forest growing on one of tiles!
Looks like there needs to be space volcanoes.


It seems like manufacturing district doesn't replace factories, that produce same goods.
Edit: according to sevopedia it does:

Also i like how you can actually reduce pollution with them, if you went full China and built all types of factories everywhere :p
For biggest cities only food outoput reduction from pollution does something, but this is still scratch.
This building alone should replace 14 factories.

I have suggestion for natural resources:
All minerals should be extracted by Core Mine building from Marble or Stone to Titanum and Uranium.

All plants should be produced by farmscraper

As for animals... maybe Farm Megacomplex could produce them.

I created this resource reference (and more) file, when I was creating my test map.

Is there building that removes all pests? It should be somewhere at nanotech or transhuman era - at some points its easy to keep pests under control.
 
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