Space Colonization modmod

This one was since Vanilla BTS or even earlier.
I'm not as concerned with that... in RL, would it really require being near the equator?
 
I'm not as concerned with that... in RL, would it really require being near the equator?

Well you need a teather on the other hemisphere as well; but theoretically you could build one in Alaska and one in southern Chile.
 
I am at a loss with my current game with the Alien Solar Map. I have researched Lunar Colonization but I still can´t construct a Lunar Settler. I have built a Space Station and upgraded it to Level 3 and I have founded cities in Cislunar Space. As I understand it I can only construct a Lunar Settler in a Cislunar City and therefore I need an Orbital Factory and Rocket Fuel there. I have built the Orbital Factory but I have no idea how to get the Rocket Fuel into space. There are options for this (like capturing an asteroid or building a Rocket Fuel producing building in a space settlement) but all of them seem to need to have a lunar settlement first which I can´t build.
Can someone give me a hint how to get the 1st Lunar Settler?
 
I am at a loss with my current game with the Alien Solar Map. I have researched Lunar Colonization but I still can´t construct a Lunar Settler. I have built a Space Station and upgraded it to Level 3 and I have founded cities in Cislunar Space. As I understand it I can only construct a Lunar Settler in a Cislunar City and therefore I need an Orbital Factory and Rocket Fuel there. I have built the Orbital Factory but I have no idea how to get the Rocket Fuel into space. There are options for this (like capturing an asteroid or building a Rocket Fuel producing building in a space settlement) but all of them seem to need to have a lunar settlement first which I can´t build.
Can someone give me a hint how to get the 1st Lunar Settler?
You need to build lunar base improvement first somewhere on Moon.
 
@pepper2000 Can I delete deep space terrain? For now it is commented out.
Or will you make use of this terrain?
 
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I'm indifferent as to what you do with the terrain. I have no plans to use it, and we can always add it back in or make a new one if needed.
 
I'm indifferent as to what you do with the terrain. I have no plans to use it, and we can always add it back in or make a new one if needed.
I commented it out in my last commit.
I completely purged this terrain now on my side.
Black Hole spawning location was Deep Space so now it has closed tag like this: <TAG/>

Can I remove all latitude limits from space buildings?
Space elevator and national wonder space related building have latitude limits.
 
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Can I remove all latitude limits from space buildings?
Space elevator and national wonder space related building have latitude limits.

This is something that we've debated before. I would support the change, given that there is no consensus on basic principles for space maps, but I don't think there is full agreement.
 
I can tag @Thunderbrd but I think for others there is not much difference as space content is in early stage after not existing for 10 years :p

Pepper how far into tech tree I can go with removal of redundant AND prereqs and with adding arrows to floating techs?
You are going to add/change techs.
Also don't forget to recost things as you change buildings/techs Xgrid.
Building cost is based on most expensive (highest Xgrid) tech requirement.
Off world buildings are exception of course.

Here is excel guide to building costs and tech locations among other things.
 

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Pepper how far into tech tree I can go with removal of redundant AND prereqs and with adding arrows to floating techs?

As much as you want. I have a few that I plan to add after the next release, but my changes shouldn't clash with yours.

Your latest SVN update is OK, but as a general rule please be careful about editing modules. Some of the files in my module are generated through a python script, so if you make changes there, it could cause a conflict with my work.
 
As much as you want. I have a few that I plan to add after the next release, but my changes shouldn't clash with yours.

Your latest SVN update is OK, but as a general rule please be careful about editing modules. Some of the files in my module are generated through a python script, so if you make changes there, it could cause a conflict with my work.
Those were just two small fixes anything more substantial and I would ask you directly in this thread.
 
I can tag @Thunderbrd but I think for others there is not much difference as space content is in early stage after not existing for 10 years :p

Pepper how far into tech tree I can go with removal of redundant AND prereqs and with adding arrows to floating techs?
You are going to add/change techs.
Also don't forget to recost things as you change buildings/techs Xgrid.
Building cost is based on most expensive (highest Xgrid) tech requirement.

Here is excel guide to building costs and tech locations among other things.
That's more a matter to discuss with DH I think if we're talking about lattitude restrictions. I'm of the opinion we should probably stop using them because they don't sit well with alternative map types and sometimes even earth maps and that terrain prereqs may often be better.

Some of his costing isn't as based on x-grid for otherworld buildings.
 
That's more a matter to discuss with DH I think if we're talking about lattitude restrictions. I'm of the opinion we should probably stop using them because they don't sit well with alternative map types and sometimes even earth maps and that terrain prereqs may often be better.

Some of his costing isn't as based on x-grid for otherworld buildings.
I was talking about latitude limits for space buildings, and removed only those in my last commit.

I know that off-world building costs aren't based on Xgrid, I just forgot to mention that :p
 
As much as you want. I have a few that I plan to add after the next release, but my changes shouldn't clash with yours.

Your latest SVN update is OK, but as a general rule please be careful about editing modules. Some of the files in my module are generated through a python script, so if you make changes there, it could cause a conflict with my work.
Hmmm Thunderbrd modified one of files in your modules (EarthBuildings) in last SVN... :p:mischief:
 
@pepper2000 I saw techs defined like this:
Code:
       <TechInfo>
           <Type>TECH_MARINEARCHITECTURE</Type>
           <AndPreReqs>
               <PrereqTech>TECH_UNMANNEDSEA</PrereqTech>
               <PrereqTech>TECH_MEGACITIES</PrereqTech>
           </AndPreReqs>
       </TechInfo>
       <TechInfo>
           <Type>TECH_MESH_NETWORKS</Type>
           <AndPreReqs>
               <PrereqTech>TECH_INVISIBILITY</PrereqTech>
               <PrereqTech>TECH_MEGACITIES</PrereqTech>
           </AndPreReqs>
       </TechInfo>
       <TechInfo>
           <Type>TECH_LUNAR_COLONIZATION</Type>
           <AndPreReqs>
               <PrereqTech>TECH_CSPACECRAFT</PrereqTech>
               <PrereqTech>TECH_LUNAR_BASES</PrereqTech>
               <PrereqTech>TECH_NANO_ARCHITECTURE</PrereqTech>
           </AndPreReqs>
       </TechInfo>
       <TechInfo>
           <Type>TECH_AICITY</Type>
           <AndPreReqs>
               <PrereqTech>TECH_ONTOLOGICALENGINEERING</PrereqTech>
               <PrereqTech>TECH_MEDIA_HIVEMIND</PrereqTech>
               <PrereqTech>TECH_NANO_ARCHITECTURE</PrereqTech>
           </AndPreReqs>
       </TechInfo>



           <Type>TECH_KUIPER_BELT</Type>
           <OrPreReqs>
               <PrereqTech>TECH_DEEP_SPACE_COLONIES</PrereqTech>
           </OrPreReqs>
           <AndPreReqs>
               <PrereqTech>TECH_UNIFICATION_PHYSICS</PrereqTech>
               <PrereqTech>TECH_APHOTOSYNTHESIS</PrereqTech>
               <PrereqTech>TECH_SUPERFLUOUS_MANUFACTURING</PrereqTech>
           </AndPreReqs>
       </TechInfo>

What is reason for that?
I deleted them on my side.
Proper versions of them already exist.
 
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