Thanks for feedback, I was thinking remote/outpost terraforming would be a separate PR/issue and admittedly had not given much thought on how to implement it.
If not added, I'll have at least a general plan for implementation of these while redesigning the existing terraform.
From
other thread (and I need to re-read the entirety of both this and the other thread)
ovarwa wrote:Maybe have terraforming happen automatically, based on infrastructure
I'm leaning towards this for colonized planets, only basing on stability (as meter) instead of infrastructure.
An option is to have some environment tilt meter to affect the direction of terraform, with low stability increasing the chances for a transformation.
A new building type would increase tilt value and lower stability each turn until target type is reached.
A new ship part type could work same as building type for populated allied planets, use ship species for unpopulated, and decrease tilt and stability for hostile populated.
Another new building type (or tech with considerations) could then provide an increase for stability, as a defense measure from hostile ships.
2)The issues with special case species like the Exobots, which don't have a good environment
I do not follow what the issue here is, the initial implementation follows the species preferred environment, regardless if that environment is Good or otherwise.
... or if we ever had species that don't adhere to the evironment.
Would have to see how such worked first, but I would expect if it is not affected by planet type then if the planet is terraformed or not is not of much concern.
If I misunderstand this part, could you elaborate?
Regarding the effects of the Unstable Environment special: I wouldn't reduce industry and research, but max pop instead.
I tried some various approaches to this with an altered version of current implementation.
I found it difficult to determine a suitable range to adjust pop without causing a negative target pop and still present some malus.
It would be preferrable to have a bonus prior to transformation, but this suffers even more from determining what the final total might be.
When reworked, will use some pop adjustment, but will need to be mindful of cases like temporal anomaly or phototrophic species.
Make the minimum population of every outpost and colony 0.1
In many cases the determination if an owned planet is an outpost or colony is if it has a population.
It could be beneficial to tag them in some manner, but does not sound like a trivial change, so I'd shy away from it for these purposes.
I would also prefer to have as few additions to producible items list as possible (I also do not like having a building for each planet type, but do not see a viable alternative without UI adjustments).