jmercer wrote:
Just to throw in some complexity, what about upkeep of a terraformed planet?
Your reasoning is sound, but you've started from the wrong premise. For this project complexity should only exist to serve fun, or enhance strategy, not create a more realistic simulation.
Geoff the Medio wrote:
eleazar wrote:
... the cost to research the tech for a given planet type increases with each step away from your EP. For instance, as a Human it would be quickest to research "Terran Terraforming", and next easiest to get "Ocean" or "Desert Terraforming."
What is "your EP" in a multi-race empire?
The EP of your primary race. Since you (i assume) don't take over the entire tech tree when you conquor one alien inhabited planet, i don't see why you should get their terraforming tech bonuses/maluses.
Geoff the Medio wrote:
As suggested in the Gaia thread, it might be better to have each planet have a natural environment, and have costs / time / ability to terraform depend on how far you want the planet to move away from that natural environment.
This would make it hard to terraform far from a planet's natural environment, making different planet types still semi-unique, without having to change RP costs for techs depending on some "your" EP that is ill-defined. Buidling in assumptions about single-race or dominant-race empires is bad, IMO.
Obviously under any sane terraforming system, it will cost more and/or take longer to terraform 4 steps rather than 1 'round the wheel. But surely there are simpler ways than keeping track of an orignal type, and increasing the cost with the distance from it.
I make no claim to have it all figured out how multiple races can be part of the same empire, but i think it's premature to say the starting race you choose should have no long-term effect on your empire. You seem to be working from dominant race assumption in
this thread. At least i haven't seen any discussion on the subject, except in regards to migration. Perhaps you should start a new thread.
Geoff the Medio wrote:
...Later you could have terraforming ships that can work independently.
I like the idea of Terraforming ships.

Geoff the Medio wrote:
Quote:
I believe it's most consistant with the game as established that there be no half-and-half type planets, but when the terraforming is complete the planet suddenly becomes a different planet type.
On what do you base this assertion? I'm drawing a blank regarding what precedents are relevant...
The following is also a general response to jmercer.
I
paraphrase from myself:
Step back and try to see the big picture. What's currently in the design documents obviously been intended to be a extremely simplified representation of planets. Planets distinguished only by size, and position on the wheel, and a few specials. We have only 1 meter for "infrastructure". Obsessing over the status of planet is not what this game is supposed to be about. It's imporant that a game be a consistant whole. It's off ballance simplify planets down to about ten types with a few sizes, and then add lots of minutia like intermediate terraformed states, an original and/or "downhill" state, and cost of upkeep.
Additionally the intermediate planet-type graphics would either be,
1) non-existant,
2) lousy: such as another graphic being transparently overlayed. (trust me, i live and dream in Photoshop. This would look bad)
3) many times more work that making the normal graphics.
As stated elsewhere i personally would prefer a more complex planetary model that breaks down "planet type" into a number of discrete componants like "heat", "atmosphere", "gravity", etc. I always like the "terraforming" aspect of 4X games. But if the planet model is going to be fundimentally simple, a decision already made, then unresolved details should be similarly simple.
If there are any differences between the ease of terraforming different types of planets (aside from technology or EP considerations) then it should be pretty easy to keep straight.