Space Colonization modmod

There is my Nanotech day 0 capital:
Percentage boosters are bit op:
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Traits of my leader: Creative, Industrious, Agricultural, Philosphical, Scientific, Financial and Progressist.

Edit: Filter to show only space units, like you can show only heroes or only naval units would be very useful.

Can be human mod tech/culture be used to train Hero?
Like every Hero needs certian culture and technology to be buildable - they are world units.
Tha would be pretty awesome to have some nice references to fiction, just like there is Robinhood or Lara Croft heroes.

Information era heroes would be like Hacker criminals, but fight under our flag like hero units.
Somewhere later we could have stars like Robocop, Megatron or Terminator.
At transcedent era we could have Doctor Who, or some very overpowered alien - Ctcuchlu from Lovecraft or something like that, anything that can cause small nuclear explosion with ease.
 
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What I'm saying is that it may be best to tone down a bit with stacking the bonuses as all these bonuses multiply with each other and you may end up with a growth curve to the fourth or even fifth power instead of just to the 2nd or 3rd power.
This was my point exactly, but even by doing this, you STILL will need to enhance the capacity for the scope of the game we hope for.

What I found was that eventhough Space buildings are freaking expensive to rush, I very well had the money. And I think the biggest contributors for that are all those "+1% :gold: with Bonus" buildings. They really need a flat bonus, rather than a percentage.
What I've lately been thinking actually is to have resource distribution centers, like markets and such, add something like +.1 (as a baseline) gold per population. I know I need new tags for this that go beyond even what you'd requested. But this would definitely add up to something more manageable and yet also scaling properly. Might even allow a pop cap built into the tag usage or something and you'd upgrade, not so you could improve the amount, but so you could improve the cap.
 
Many of those X% :gold: is planned to be changed to X :gold: per Y population.
Exactly, but also needing a new tag for 'for having access to z bonus'. Base X%s some should still be +X% but some could be shifted to a generic X per Y pop if that's how it really should go and it's not REALLY something that would scale up the whole city's economic output, like a bank might by extending loans for investment purposes.

Even many +X gold buildings should shift instead to +X gold per Y pop or even be completely +X gold per Y pop for having access to Z bonus.
 
Exactly, but also needing a new tag for 'for having access to z bonus'. Base X%s some should still be +X% but some could be shifted to a generic X per Y pop if that's how it really should go and it's not REALLY something that would scale up the whole city's economic output, like a bank might by extending loans for investment purposes.

Even many +X gold buildings should shift instead to +X gold per Y pop or even be completely +X gold per Y pop for having access to Z bonus.
Biggest cities in Modern era can have over 100 population.
My capital has 136 pops now.
 
At transcedent era we could have Doctor Who, or some very overpowered alien - Ctcuchlu from Lovecraft or something like that, anything that can cause small nuclear explosion with ease.
That can give some trouble with the No Nukes mode

Biggest cities in Modern era can have over 100 population.
My capital has 136 pops now.
Easyly somes can get over 150 pops if certain Agriculture Principles are actives by Modern era.
 
Biggest cities in Modern era can have over 100 population
Which is why it's .1 per pop and with limits that can expand with upgrades as the game goes.

The interesting thing about this approach, is you could have expanding limits while the # per pop actually shrinks, still making for an overall gain but scaling to era a bit.
 
It would be nice, if space colonies could have 3 units of workable radius too - cant build metropolitian administriation in space or something like this, so space buildings should get something, that allows them to use extended radius just like earthly megacities.
 
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It would be nice, if space colonies could have 3 units of workable radius too - cant
They cannot build Metropolitan Administration but in theory they can obtain the 3 tiles radius if the culture alternative is enabled.

There is my Nanotech day 0 capital:
Percentage boosters are bit op:
I just noticed a curious thing. Raxo, why do you keep your great people without giving them a use on the test?
 
I keep them so I can start golden age.
Need two more of them.
Holy heavens, I almost forgot you need the double of great people every time you start a Golden Age. I almost never do it, I prefeer settle them, even the Great Hunters o Great Generals, in a very long term usually is better.
 
Holy heavens, I almost forgot you need the double of great people every time you start a Golden Age. I almost never do it, I prefeer settle them, even the Great Hunters o Great Generals, in a very long term usually is better.
Not double, just one more in next great people triggered golden age.
 
Why Nanotech era industry is polluting like industrial era buildings? They should have at most +1
pollution.

Apparently you can convert supply ship into bulldozer in cislunar space rendering it useless.

Shouldn't be space property control units?

Why we can have only one solar sail worker?

Megacorporations and Lunar Tourism needs to switch places - megacorporations require lunar trade, but lunar trade is one column farther out.

Space colonies start at size of 3 and instantly shrink down.
They need slightly more food so these cities could be at size 3.

Nanopunk tech is completly empty - no culture, buildings or units.

What I need to place routes in space? Solar sail worker, construction ship, buldozzer can't place them
I have needed techs, and suddenly I can't build lunar mines too....
http://imgur.com/a/fO9z9
Apparently "hide obsolete worker action" bug option breaks space workers.

Why bulldozers build trails instead of maglev? Edit: lunar colonies doesn't have needed copper wires producer.

Cultures including human mods aren't accessible for space colonies.

There is need for education buildings for space colonies, so education property can go all way up to max level.

Martian mine improvement takes 15 - 20 turns to build on Marathon
 
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@pepper2000
I found "few" bugs in your mod.
Also you need to set culture spread rate tag from 20 to for example 2 in your and stock space terrains.

Your deep space settler doesn't check, if plot already has city on it :p
 
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Why Nanotech era industry is polluting like industrial era buildings? They should have at most +1
pollution.

These factories are much larger, so in principle they should produce more goods per unit pollution as technology gets more efficient.

Apparently you can convert supply ship into bulldozer in cislunar space rendering it useless.

Good catch. I'll look into it.

Shouldn't be space property control units?

?

Why we can have only one solar sail worker?

These units are expensive, major projects early on, so one at a time. Once you research Magnetic Sails, you can build the Magsail Worker which is both better than the Solar Sail Worker and a regular unit without limits.

Megacorporations and Lunar Tourism needs to switch places - megacorporations require lunar trade, but lunar trade is one column farther out.

I'll take a look at that.

Space colonies start at size of 3 and instantly shrink down.
They need slightly more food so these cities could be at size 3

Faustmouse pointed this out too. The better approach I think is to make them all start at size 1, but I'm not sure how to do that. It might be possible with python.

Nanopunk tech is completly empty - no culture, buildings or units.

Ideas are welcome.

What I need to place routes in space? Solar sail worker, construction ship, buldozzer can't place them
I have needed techs, and suddenly I can't build lunar mines too....
http://imgur.com/a/fO9z9
Apparently "hide obsolete worker action" bug option breaks space workers.

Why bulldozers build trails instead of maglev? Edit: lunar colonies doesn't have needed copper wires producer.

There is a Cislunar Workship to build cislunar routes and a Solar Workship for the Solar System.

Cultures including human mods aren't accessible for space colonies.

I might make some changes there. For now, the human mods are all build on Earth, and some provide bonuses to space colonies. The resource bonuses are not all useful at this time.

There is need for education buildings for space colonies, so education property can go all way up to max level.

I think I set the education autobuildings to have an Earth map category, so for practical purposes the education property is disabled in space.

Martian mine improvement takes 15 - 20 turns to build on Marathon

Is that too much, too little, or about the right value?

I found "few" bugs in your mod.
Also you need to set culture spread rate tag from 20 to for example 2 in your and stock space terrains.

Your deep space settler doesn't check, if plot already has city on it :p

I'll do that for space terrains. It's on my list of changes to make in my next SVN update, which I hope to do this weekend. As for the deep space settler, I'll check that out.
 
Is that too much, too little, or about the right value?

waaayyy too long - all other improvements are built in less ths 5 turns.

And by property control units i meant police, educators, doctors and so on
 
waaayyy too long - all other improvements are built in less ths 5 turns.

And by property control units i meant police, educators, doctors and so on
I'll develop those out eventually. Curious though... populations get really large in the late game and I've been wondering how testing shows the balance of this increasing factor vs the heavily increasing skill and ability of the property control buildings and units. Does it get easier or harder to manage as the game goes on?
 
How does the AI handle revolutions on another planets? How does lunar rebels fight the terrestrial empires?
Also have you considered representing the dark side of the moon in some way? It would be pretty cool!
 
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@pepper2000 similiarly venus floating farm improvement builds waayy too long - over 20 turns, while all other space improvements except martian mine builds in under 5 turns on Marathon speed.

Are small moon and planetary ring features useful for anything?

Why captured asteroid builds for over 20 turns even if steroid colony is surrounded with asteroid mine?
This unit cost should be reduced tenfold.

Why I can't do anything on deep space planets?
That is there is no way to place any improvements on them.
Mars/Venus has its workers.

Cislunar expansion module improvement build time is excessive too at 10 turns.

Venusian surface mine improvement takes 28 turns to build.... really?
You should make your own space workers class, that has space related promotions and speed improvements.
Or just review all improvement build times.

Is there use for moon oceans?
I like how religions can't spread into space :p
 
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