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Author Topic: Removing Planetary Features (or "Limited-Scale Terraforming")  (Read 17533 times)

Ragni

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #15 on: January 22, 2019, 04:14:36 AM »

Decivilized can be removed by building a colony then abandoning it.  Player can then rebuild colony without Decivilized.  (Credit to FlyingBirdy for this exploit.)  Honestly, Decivilized should disappear after planet gets big enough, or at least lumped in with pirate activity.

Pollution can be generated on a habitable world by bombing it!  This can hurt if factions in later releases will bomb your planet if your defenses are too high.  It would be nice if there is a way to remove pollution, and abandoning colony does not remove pollution.

"Decivilised" status should appear on every colony that gets abandoned, and yeah removed when it grows to size of million colonists or so.
« Last Edit: January 22, 2019, 04:16:47 AM by Ragni »
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RawCode

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #16 on: January 22, 2019, 07:27:19 PM »

solars shades do exist, but you do not have technology to build them.

"decivilized" should be "tiered" condition, it should pose real threat to small colonies, like +100 for size of 3, provide bonuses to midsize and got removed when colony reach size of 7 completely and without any special actions.

it will be logical in immersive, as keeping colony from semiferal raiders is quite complicated task when you have no people and infrastructure, but really trivial with proper infrastructure.
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Recklessimpulse

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #17 on: January 23, 2019, 04:05:54 AM »

I don't mind true terraforming being off limits for the scope of the game so no awesome solar mirrors for us, but stuff like toxic cleanup programs, uses for the planetary shield, and assimilation should be possible.

Edit. But I do think tugs should have a use as well, from moving colony ships to stealing solar mirrors that already exist and putting them in orbit around our world instead.
« Last Edit: January 23, 2019, 04:08:47 AM by Recklessimpulse »
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Megas

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #18 on: January 23, 2019, 06:08:38 AM »

Cleanup for pollution removal could be like Tech Mining.  Build a dedicated cleanup industry and let it run uninterrupted for about a year or two, about the time it takes to suck a tech mine dry with Tech-Mining industry, and pollution gets removed, then player can remove the cleanup industry, much like player removing tech-mining from depleted ruins.
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RawCode

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #19 on: January 23, 2019, 11:26:49 PM »

tech mining should cause pollution, not clean it.

game absolutely need additional penalties for setting dirty industry on habitable worlds.
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Megas

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Re: Removing Planetary Features (or "Limited-Scale Terraforming")
« Reply #20 on: January 24, 2019, 05:13:26 AM »

I did not say Tech Mining should clean pollution.  Just that a new industry dedicated to cleanup work like Tech-Mining in that pollution is like ruins, and the cleanup industry causes that pollution to decay.  After a year or two, while tech-mining would cause ruins would run out of rare items to plunder, this cleanup industry would clean up pollution enough to make it disappear.

If indutries ever pollute planets, that information should be clearly spelled out rather than a hidden stat.

If plain old mining cannot deplete the planet because humanity cannot mine enough in the player's lifetime, then industry should not pollute the planet either.
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