Space Colonization modmod

Finally, raxxo has something to "sink his teeth in"! :lol::thumbsup:
 
Just reached the Galactic era:

- Buildings on earth still around 3-4 turns each.

- Techs now 3-4 turns as well

-> This might be due having only 2-3 techs each column which increases costs a lot faster

- Astroid Mine (Improvment) doesn't give you access to the resource there.

- all ET buildings take around 10 turns, which seems nice. In fact, Mars and Venus were very very well balanced speed-wise: When prioritizing :hammers: buildings I managed to build almost all the buildings there and not having much times were I had to build Research! Nice job!

-Gas Giants and their moons get bored 50% thorugh the TH era. They have nothing to build for a long time, but at the end of the TH era you can't really keep up with buildings. There are so many that it might be worth considering if some could come earlier in the tech tree. Maybe this problem eases now in the Galactic era.

- The Interstellar Probe can get to interstellar space but then does nothing there. The problem is probably me, since I haven't put any stars there, only in Orion Arm. Just realized that :p

- A lot of the future buildings need their stats adjusted to be "in-line".

- It is possible to connect all ET cities using Solar and Cislunar Trajectories. Not sure if this is intendet, but it is possible. You can't connect to earth (yet).

- Some wonders in space cost waaay too much. Planet 9 Colony for example takes 130 turns while normal buildings need only 7-10. Definetly not worth building it :(

- Have you considered giving the human mods (like cold adaption) a "builds *insert cold bodies name here* buildings 20% faster*?

- Some wonders are very weak, only giving a few :hammers: or :gold:
 
- Buildings on earth still around 3-4 turns each.

- Techs now 3-4 turns as well

-> This might be due having only 2-3 techs each column which increases costs a lot faster

- all ET buildings take around 10 turns, which seems nice. In fact, Mars and Venus were very very well balanced speed-wise: When prioritizing :hammers: buildings I managed to build almost all the buildings there and not having much times were I had to build Research! Nice job!

Glad to hear things are looking OK in that regard. I'm not sure the balance will remain intact later on, but we'll see.

- Astroid Mine (Improvment) doesn't give you access to the resource there.

At this point there are no map bonuses outside of Earth and the Moon. At some point there may be, but I have no plan yet.

-Gas Giants and their moons get bored 50% thorugh the TH era. They have nothing to build for a long time, but at the end of the TH era you can't really keep up with buildings. There are so many that it might be worth considering if some could come earlier in the tech tree. Maybe this problem eases now in the Galactic era.

Yeah, I think it mainly has to do with the fact that originally I had planned to start most of these building lines at Orbital Megastructures. We could use a bit more content early on. New content for these zones will also peter out once you get past the terraforming techs.

- The Interstellar Probe can get to interstellar space but then does nothing there. The problem is probably me, since I haven't put any stars there, only in Orion Arm. Just realized that :p

There should definitely be some stars (Red Dwarf, Sun-like, and Red Giant) in Transtellar space. The Interstellar Probe uses them for one thing, but more importantly you need to settle on those stars to access Galactic content and build the seedships to get farther out.

- A lot of the future buildings need their stats adjusted to be "in-line".

This is an ongoing problem and at some point I will make a comprehensive review and fix it.

- It is possible to connect all ET cities using Solar and Cislunar Trajectories. Not sure if this is intendet, but it is possible. You can't connect to earth (yet).

Not my original plan, but I think it's fine as is. In reality it should be relatively easy for all off-Earth colonies to trade with each other, given the infrastructure. As long as Earth is surrounded by Low Earth Orbit, I don't think routes can function. I want to keep it this way.

- Some wonders in space cost waaay too much. Planet 9 Colony for example takes 130 turns while normal buildings need only 7-10. Definetly not worth building it :(

I'll have to review tweak the formulas a bit, but I know something needs to be done there.

- Have you considered giving the human mods (like cold adaption) a "builds *insert cold bodies name here* buildings 20% faster*?

Possibly a solution to the above problem.

- Some wonders are very weak, only giving a few :hammers: or :gold:

Yes, that too will have to be reviewed.
 
wvU5EVJ.jpg

@raxo2222 how do you unlock this property watch for the domestic advisor?
 
I finally got to play a bit further:

I really like the transition from Earth and the Solar System in general away towards interestellar colonies! Also the flight time in the mothership is really cool, with your options to breed etc. Nicely done!

- I have ~300+ Flammability in my Earth cities, even after building every - Flammability building I can and avoiding buildings that increase it.

- The terraform tech comes at a time where you need 20ish turns to build all required buildings on the moon and venus; and over 60 turns on mars. Now (in the column with Adaptive Radiation) this isn't too bad, as it models the time it takes for terraforming to take place. Just thought it could be interesting for you to hear.

- Deep Space buildings could have the cost reduced by -25% in the era. However, it is mainly these in the Kuiper Belt that struggle, all the others are doing fine.

- The Martian Materials Supply wonder is almost completely useless, as you finish it around the time you finished all Martian buildings. Same goes for the Ring of Mars bonus.

- Venus and Moon run out of things to build again at Atomization Field. Mars shortly after. All Deepspace colonies are still busy, yet some finished all the + :hammers: buildings already.

- Planetary Landing requires a Plasma Plot, yet only Sunlike Stars and Red Giants / Dwarfs have that. All other (White, Brown, Blue Dwarfs) can't build these. Are theese even supposted to be on Interstellar Terrain?

- There is no Venus Deathray (all other entities have one) and there are no Mars, Moon or Venus Claytronic Stations as CL and Deepspace colonies have them.
 
Thanks a lot for the latest round of comments. It's been a while since I have had chance to do any modding and it might be a while longer, but I am still collecting a to-do list.

I really like the transition from Earth and the Solar System in general away towards interestellar colonies! Also the flight time in the mothership is really cool, with your options to breed etc. Nicely done!

Thanks a lot. That period--with the early stages of settling other star systems--is my favorite part of the game.

- I have ~300+ Flammability in my Earth cities, even after building every - Flammability building I can and avoiding buildings that increase it.

Good to know. It's still unclear to me just how the property works and how much is really a problem, but a few more advanced anti-flammability buildings couldn't hurt.

- The terraform tech comes at a time where you need 20ish turns to build all required buildings on the moon and venus; and over 60 turns on mars. Now (in the column with Adaptive Radiation) this isn't too bad, as it models the time it takes for terraforming to take place. Just thought it could be interesting for you to hear.

That's good to know. The idea is that the final terraforming wonder is the capstone for most colonies, and so it should take well into the Galactic Era to complete.

- Deep Space buildings could have the cost reduced by -25% in the era. However, it is mainly these in the Kuiper Belt that struggle, all the others are doing fine.

Why the Kuiper Belt in particular? In either case, I agree that something needs to be done there. That something will probably be some more production boosters.

- The Martian Materials Supply wonder is almost completely useless, as you finish it around the time you finished all Martian buildings. Same goes for the Ring of Mars bonus.

I'll have to think about that one a bit. I'm not really planning on any major new additions later in the game for Mars, but it's not out of the question.

- Venus and Moon run out of things to build again at Atomization Field. Mars shortly after. All Deepspace colonies are still busy, yet some finished all the + :hammers: buildings already.

That's the plan, since by this point in the game your attention should be moving away from nearby bodies and toward the outer Solar System and beyond. Again, maybe another round of advanced Venus/Moon/Mars buildings will be called for in that period.

- Planetary Landing requires a Plasma Plot, yet only Sunlike Stars and Red Giants / Dwarfs have that. All other (White, Brown, Blue Dwarfs) can't build these. Are theese even supposted to be on Interstellar Terrain?

No they're not. The Transtellar terrain is for nearby stars, roughly within 100 light years. Orion Arm and Milky Way terrain have the Plasma map category, and that's where the Blue Dwards and Blue Supergiants should go. Brown Dwarfs are not regular stars that are powered by nuclear fusion, so no ordinary interstellar colonies with a brown dwarf alone. Likewise, a White Dwarf doesn't produce enough power for a full-fledged interstellar colony by itself.

- There is no Venus Deathray (all other entities have one) and there are no Mars, Moon or Venus Claytronic Stations as CL and Deepspace colonies have them.

Looks like the lack of a Venus Death Ray is an oversight, though it will be a long time before Venus has anyone to defend from. As for the Claytronic buildings, that would be a good early Galactic addition to some other colonies.
 
Thanks a lot for the latest round of comments. It's been a while since I have had chance to do any modding and it might be a while longer, but I am still collecting a to-do list.

To bad, but it happens... Do you mind posting your to do list in case you disappear (I hope not)? Nothing fancy, just copy pasting it in here or adding a link to a google doc.

Good to know. It's still unclear to me just how the property works and how much is really a problem, but a few more advanced anti-flammability buildings couldn't hurt.

Or maybe stuff like Fire Drones or other advanced - Flamm buildings should have their bonus increased. After all, if you city is all claytronics it should be more or less fireprove no matter what.


That's good to know. The idea is that the final terraforming wonder is the capstone for most colonies, and so it should take well into the Galactic Era to complete.
You might want to consider unlocking earth buildings on terraformed planets and moons. Probably not all, but most of them.


Why the Kuiper Belt in particular? In either case, I agree that something needs to be done there. That something will probably be some more production boosters.
Might be due a lack of production boosters since there is no major body nearby (except for KBOs) and they are far out and thus don't get much solar power. The Oort Cloud allows for terrain improvments that boost production quite a bit and also some mining buildings. Also if we have Jovian Trojan Mining as a building it should be feasable to mine the Kuiper Belt itself. Other than that these colonies could import Deuterium and He3 from Neptune or Uranus for better fusion power?

I'll have to think about that one a bit. I'm not really planning on any major new additions later in the game for Mars, but it's not out of the question.

If you allow earth buildings on the terraformed mars, this wonder could increase their building speed. Also when do you plan to allow trade between Earth und the rest of the solar system? It seems strange to me having a Space Tower and an Orbital Ring while I still can't trade with Mars. In the meantime even my Mercury Colony happily trades with the Oort Cloud.

That's the plan, since by this point in the game your attention should be moving away from nearby bodies and toward the outer Solar System and beyond. Again, maybe another round of advanced Venus/Moon/Mars buildings will be called for in that period.

Or allow earth buildings after terraforming maybe to keep them busy?

No they're not. The Transtellar terrain is for nearby stars, roughly within 100 light years. Orion Arm and Milky Way terrain have the Plasma map category, and that's where the Blue Dwards and Blue Supergiants should go. Brown Dwarfs are not regular stars that are powered by nuclear fusion, so no ordinary interstellar colonies with a brown dwarf alone. Likewise, a White Dwarf doesn't produce enough power for a full-fledged interstellar colony by itself.

Ah ok good to know. So Interstellar Terrain has Sunlike Stars and Red Dwarfs and Giants, Orion Arm + Milkey Way have Blue Dwarfs and Giants as well as Black Holes and Brown Dwarfs and White Dwarfs are supposed to be part of a binary Star System, or by itself but not suitable for a colony?


Looks like the lack of a Venus Death Ray is an oversight, though it will be a long time before Venus has anyone to defend from. As for the Claytronic buildings, that would be a good early Galactic addition to some other colonies.

Sure, just wanted to mention it ;)
 
More stuff, now in the tech column of Weaponized Antimatter:

- Chathonian Planet Base and such require a Star in vicinity, not the feature with the same name

- Oort Cloud Colonies (inner) are as bad as Kuiper Belt Colonies; both lack way behind in developement, but since they are not really necessary, this might be ok. Especially since you run out at stuff to build in these at some point.

- Sanitiation Chamber is still buildable, even after Posthumanism and all available Human Mods :p

- Mercury Colony is developed as best I could do, yet the Antimater Worldwonder still takes 130 turns. Luckily there is an overflow bug and I could hurry für 1 gold ;)

- Artificial Venus Rotation takes 213 turns in a max developed venus city...

- Interstellar Colonies (Like Proxima Centauri etc) world wonders take 40-50 turns and are (IMO to costly to fit in). Basically all Interstellar buildings could have their cost reduced, by 20-50% maybe. [now reached the next era, and I think 50% lower cost is quite reasonable. I just build the best :hammers: buildings but I can't even think of catching up. -50% would make the buildings take 3-5 turns, which seems ok, given that you get 2+ buildings with basically every tech.]

- Advanced Seed Ships become available while I was still 15 turns away from building them (IS Metropolis and IS Ship Factory).

- Culture - Industrial is basically the only viable choice if you want to reasonably develope your city.

Edit:

- "Eden" comes quite late; when you can build it (which takes 130ish turns) there won't be any colony without the free building it offers. I noticed that on many of your wonders; most of these that offer a free building are "useless", as the free building was available for many many techs by the time you can even start building the wonder.

- Solar Dyson Sphere took 130 turns as well, which is A LOT compared to you interstellar colonies. But somehow after a few turns, there was a notification that I construced it, and I have no idea why. Something similar happened to me when building Deep Space Settlers; they wer just finished, and I have no idea where the :hammers: boost came from.

- Outer Oort Cloud is very bored...

- Huge respect for the many many well designed buildings! It adds a great deal of immersion and makes it highly addictive. Wow! Sad thing is, that I skip basically everything that doesn't give :hammers: because the :science: or :gold: barely matters; let alone the -Crime or Espionage stuff... Or worse (for now): Defense!

- Just reached the era after galactic (cosmic?) and techs jumped from 3 turns per tech to 6 turns. Quite harsh!

- I completely missed the time to colonize the whole Milkey Way! Again, I need 15 turns now to get the Wormhole Trading Post. Might have been possible to get it "in time" if I knew what I was doing and get the buildings earlier, but maybe the building costs are just too high in this timespan.

- High building cost for all solar colonies are not a big problem as they don't have much to do mostly (except Deepspace colonies, especially KBO or Oort Cloud). The wonders with 130 turns are still too expensive.

- Speaking of expensive, there are two wonders at Galactic Federation that require the Palace. This city is fairly well developed, but these wonders take 65 turns each...
 
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Thanks for the comments. My thoughts:

- Chathonian Planet Base and such require a Star in vicinity, not the feature with the same name

Will fix that.

- Oort Cloud Colonies (inner) are as bad as Kuiper Belt Colonies; both lack way behind in developement, but since they are not really necessary, this might be ok. Especially since you run out at stuff to build in these at some point.

Yeah, there just isn't much to build on those.

- Sanitiation Chamber is still buildable, even after Posthumanism and all available Human Mods :p

Probably a candidate for building consolidation, especially since there is an overabundance of late-game anti-disease buildings.

- Mercury Colony is developed as best I could do, yet the Antimater Worldwonder still takes 130 turns. Luckily there is an overflow bug and I could hurry für 1 gold ;)

Ah, the dreaded overflow bug. I know that this and other advanced solar system wonders are much too expensive and I will have to fix that.

- Artificial Venus Rotation takes 213 turns in a max developed venus city...

Dito.

- Interstellar Colonies (Like Proxima Centauri etc) world wonders take 40-50 turns and are (IMO to costly to fit in). Basically all Interstellar buildings could have their cost reduced, by 20-50% maybe. [now reached the next era, and I think 50% lower cost is quite reasonable. I just build the best :hammers: buildings but I can't even think of catching up. -50% would make the buildings take 3-5 turns, which seems ok, given that you get 2+ buildings with basically every tech.]

Part of what I think is going on here is that there was a multiplier added recently that increases building costs by era. Before that I thought I had the interstellar buildings at about the right costs. I suspect you will also find that the intergalactic and hyperspace buildings are overpriced.

- Advanced Seed Ships become available while I was still 15 turns away from building them (IS Metropolis and IS Ship Factory).

Do you mean 15 turns before you had the prereqs built, or before those buildings were even available?

- Culture - Industrial is basically the only viable choice if you want to reasonably develope your city.

For now, I think so.

- "Eden" comes quite late; when you can build it (which takes 130ish turns) there won't be any colony without the free building it offers. I noticed that on many of your wonders; most of these that offer a free building are "useless", as the free building was available for many many techs by the time you can even start building the wonder.

I'll take a look at that. Part of the motivation for the free buildings is to help cities that are built later on.

- Solar Dyson Sphere took 130 turns as well, which is A LOT compared to you interstellar colonies. But somehow after a few turns, there was a notification that I construced it, and I have no idea why. Something similar happened to me when building Deep Space Settlers; they wer just finished, and I have no idea where the :hammers: boost came from.

Do you have the city governor on? Sometimes they rush production themselves, even with wonders. I don't know how they decide whether to do it.

- Outer Oort Cloud is very bored...

It's a boring place. But yes, in general interstellar cities that are not actually on stars are very limited.

- Huge respect for the many many well designed buildings! It adds a great deal of immersion and makes it highly addictive. Wow! Sad thing is, that I skip basically everything that doesn't give :hammers: because the :science: or :gold: barely matters; let alone the -Crime or Espionage stuff... Or worse (for now): Defense!

Thanks. Once I have a chance to sit down and review this more carefully, I plan to increase:science: and :gold: by about 5X. That should also help with the long research times in the late game.

- Just reached the era after galactic (cosmic?) and techs jumped from 3 turns per tech to 6 turns. Quite harsh!

In my defense, that was changed after I designed most of the material. I hope greatly increasing the output from all space colonies will help with this.

- I completely missed the time to colonize the whole Milkey Way! Again, I need 15 turns now to get the Wormhole Trading Post. Might have been possible to get it "in time" if I knew what I was doing and get the buildings earlier, but maybe the building costs are just too high in this timespan.

Part of the problem is the structure of the tech tree. You can't get to the farthest reaches of the Milky Way until Folding Space, while other galaxies are open at Space Creasing, which is just the next column. Overall, despite all the new techs, I still feel that the Galactic Era is a bit rushed.

- High building cost for all solar colonies are not a big problem as they don't have much to do mostly (except Deepspace colonies, especially KBO or Oort Cloud). The wonders with 130 turns are still too expensive.

- Speaking of expensive, there are two wonders at Galactic Federation that require the Palace. This city is fairly well developed, but these wonders take 65 turns each...

I guess the big takeaway here is that, overall, it takes too long to build stuff in the Galactic Era and later. It will be a high priority for my next update to improve the situation.

I do intend to make at least one more update, and probably more than one, to resolve many of these issues. It will take a while though because I have tons of other stuff going on. I won't try to pass this off just yet.

As for making Earth buildings available in space, I am hesitant because there are big differences of scale on production capacity, so anything will either be too fast on Earth or too slow elsewhere. That can be changed, of course, and maybe it should, so all developed cities have comparable production and trade.
 
Thanks for the reply!


Probably a candidate for building consolidation, especially since there is an overabundance of late-game anti-disease buildings.

I was wondering if this building is needed at all. Once you become pure information, why would you need an ordinary toilet? There are in fact people thinking (like Kurzweil) that we won't need one in 30-50 years from now (so transhuman).


Part of what I think is going on here is that there was a multiplier added recently that increases building costs by era. Before that I thought I had the interstellar buildings at about the right costs. I suspect you will also find that the intergalactic and hyperspace buildings are overpriced.

I thought so... There was no big jump in building cost when reaching the Cosmic era though. I thought they increase depending on your current era?


Do you mean 15 turns before you had the prereqs built, or before those buildings were even available?

15 turns before I had them built. 7 for one, then 8 for the next building.


I'll take a look at that. Part of the motivation for the free buildings is to help cities that are built later on.

Maybe my strategy is the problem here: Build all cities I want once a new area is available, then develope them at the same time. I actually wanted to prevent this from happening by making space missions cost a lot of gold, but now that they are cheap, I abuse it :P I also don't bother building settlers on mars or venus; just send them there.
I love free building wonders for the exact reason you stated, but there are different types with decreasing power:

- free buildings that you can't build normaly (for example by tech limitation)
- free buildings from the same time
- non-critical buildings from a few techs earlier
- critical buildings from a few techs earlier


Do you have the city governor on? Sometimes they rush production themselves, even with wonders. I don't know how they decide whether to do it.

I do. That explains why they build faster Settlers, but there is no way the wonder was rushed, it was WAY to expensive to do so.


Thanks. Once I have a chance to sit down and review this more carefully, I plan to increase:science: and :gold: by about 5X. That should also help with the long research times in the late game.
In my defense, that was changed after I designed most of the material. I hope greatly increasing the output from all space colonies will help with this.

I know it's not your fault, but it is future stuff, so I post it here ;) I think the increase is so big that the problem is primarily in the era increase cost rather than a lack of :science: I'd reduce that in the code first and then consider upgrading your building values. No need in doubling :science: output for that.
Later, when we restructure the future tech tree (so there are more techs per column), this balance will change again because the X-value auf techs will decrease by doing so.


Part of the problem is the structure of the tech tree. You can't get to the farthest reaches of the Milky Way until Folding Space, while other galaxies are open at Space Creasing, which is just the next column. Overall, despite all the new techs, I still feel that the Galactic Era is a bit rushed.

Yeah it passes rather quickly. One could argue that the other side of the milkey way is also quite far away (yet no comparison to the distance of other galaxies) but you need to navigate through many stars to get there, while the path to other galaxies in our local group is mainly empty space. Or more techs, won't complain about that :) :D


I guess the big takeaway here is that, overall, it takes too long to build stuff in the Galactic Era and later. It will be a high priority for my next update to improve the situation.

I do intend to make at least one more update, and probably more than one, to resolve many of these issues. It will take a while though because I have tons of other stuff going on. I won't try to pass this off just yet.

As for making Earth buildings available in space, I am hesitant because there are big differences of scale on production capacity, so anything will either be too fast on Earth or too slow elsewhere. That can be changed, of course, and maybe it should, so all developed cities have comparable production and trade.

No rush! Yes they are overpriced (IMO) that causes most of the problems. Still far from being unplayable, I really enjoy it!
Having all colonies at around earth production levels seems like a good idea.
 
I think food and production levels can be decoupled from actual size of space sector e in Transtellar and farther areas - they are consumed internally.
As for commerce each zone represents 10 - 1000x more volume for colonies.
If it was bit realistic, then even single star colony would swamp out whole solar system commerce/research/culture/espionage not to mention when you start colonizing galaxies.

With new sevopedia you could check if yout improvements have valid definitions.
I found bug with blue supergiant colony: you can build this improvement on asteroids....
Spoiler :

Ml2pW2z.jpg



As for transtellar sector can I extend stars to cover more tiles?
If you build colony on star you can't build improvement on it, and if you build city at star then you get locked out of many buildings, because some of them need plasma plot.
Red dwarfs would take 2 plots, sunlike stars - 5 plots and red giants - 9 plots.
That would mean each type of star would have 1/4/8 plots free for improvements.
Sunlike star produces more energy than red dwarf and less energy than red giant.

For later zones it doesn't matter much because all plots are same type.

Revised transtellar space.
Also I fixed some misplaced terrain.
Spoiler :

dIRogDT.jpg

hI1E4gw.jpg

That yellow/brown star inside of red star ring represent triple star system.
Distance between red giant and yellow star is one Light Year and distance between red star and brown star is 0.1 light year.
 
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I found bug with blue supergiant colony: you can build this improvement on asteroids....

Thanks; fixing that is on my list now.

As for transtellar sector can I extend stars to cover more tiles?

Sounds good to me. I generally think of a "city" in transtellar space as covering about the size of a star system, but there's no hard and fast rule there. Multiple cities in a star system are fine, as is single city spanning a binary system, especially since a star system may have some planets as map features too.

That yellow/brown star inside of red star ring represent triple star system.
Distance between red giant and yellow star is one Light Year and distance between red star and brown star is 0.1 light year.

I like that. A bit like the Alpha Centauri system, except Alpha Centauri doesn't have a red giant.
 
Thanks; fixing that is on my list now.



Sounds good to me. I generally think of a "city" in transtellar space as covering about the size of a star system, but there's no hard and fast rule there. Multiple cities in a star system are fine, as is single city spanning a binary system, especially since a star system may have some planets as map features too.



I like that. A bit like the Alpha Centauri system, except Alpha Centauri doesn't have a red giant.
Well you can't place multiple cities on single star unless minimum distance between cities is 1 or less as in screenshoot above.

Edit: some space buildings have too high cost.
https://imgur.com/a/5jD4d

I'm using Deity/Gigantic/Marathon combination, but some building costs are way too big:
https://imgur.com/a/9toi9
Here I divided build times by 10 meaning all buildings should be built in one max two turns here.
 
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I'm messing around with my end of time savegame.
I'm building buildings that you added since July.
Some of them takes waay to much tome to build (screenshots in post above).

So in my end of time savegame space colonies still have low research output especially moon and local intergalactic (local group) ones even though I built all buildings.
https://imgur.com/a/DUhQ6

Here is custom advisor showing city stats and end of spacetime save game.
 
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Thanks for checking that. How looks like the space colonies are ranging from 7,000 to 17,000 research roughly, with the moon much farther behind. How does that compare with Earth cities? In principle they should all be roughly the same.

As for production, it looks like Mars and Venus are the areas that are having the most trouble; is that right? In the previous SVN update, there was a bug that was causing intergalactic and hyperspace buildings to have much higher costs than intended. In the most recent update, I fixed that and cut interstellar building costs by 1/3.
 
Thanks for checking that. How looks like the space colonies are ranging from 7,000 to 17,000 research roughly, with the moon much farther behind. How does that compare with Earth cities? In principle they should all be roughly the same.

As for production, it looks like Mars and Venus are the areas that are having the most trouble; is that right? In the previous SVN update, there was a bug that was causing intergalactic and hyperspace buildings to have much higher costs than intended. In the most recent update, I fixed that and cut interstellar building costs by 1/3.
I shared endgame savegame in link on same post.
Earthly cities were in range of 15000 to 35000 units of research.
Martian and Venusian cities were spending tens of turns - see post above.

You need to remove meltdown chance from Utility Fog and Microwave Power plant - Houston has a problem now, as one of these buildings malfunctioned and destroyed half of city infrastructure.
Make mythological animal breeders national buildings.
Are Earthly buildings recosted as in Thunderbird recosting project?
Why most buildings have "double yield in x years?"
 
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