Something like that could work as an expensive late game tech (as it would be a quite powerful thing). It makes sense as terraforming would still require too micromanagement once you got a bigger empire, having a possibility to do terraforming without having to build a building on each planet is practically mandatory. As that would also give a big advantage regarding terraforming costs (no need to invest PP anymore), we's also avoid the issue of having a tech solely for the purpose of reducing micromanagement (which is an absolute no-go according to our design philosophy).dbenage-cx wrote:I'm leaning towards this for colonized planets, only basing on stability (as meter) instead of infrastructure.ovarwa wrote:Maybe have terraforming happen automatically, based on infrastructure
An interesting idea Geoff (I think) has already brought up in earlier discussions, and also something worth considering. As that too would be a very powerful thing, I'd make that a very expensive core slot part, and have terraforming speed be substantially lower than that of buildings on the planet.A new ship part type could work same as building type...
The problem is that Exobots have no good, but instead three adequate environments. Meaning, there is no one preferred environment, but three. Which one do you terraform towards?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.2)The issues with special case species like the Exobots, which don't have a good environment
Ups, sorry, typo, there's a word missing. That should actually read: "...species that don't adhere to the envorinment wheel". That too throws the current algorithm which assumes adherence to the environment wheel when determining the target planet type and which planet types to cycle through to get there.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.... or if we ever had species that don't adhere to the evironment.
If I misunderstand this part, could you elaborate?
All of which can be avoided by simply determining the target environment by the type of terraforming building.
I can see where that is going to be an issue. Especially if we want the terraforming approach to be an alternative to the make your species better adapted to other environments approach: your initial pop is going to be low, terraforming would always lead to them dying out.I tried some various approaches to this with an altered version of current implementation.Regarding the effects of the Unstable Environment special: I wouldn't reduce industry and research, but max pop instead.
I found it difficult to determine a suitable range to adjust pop without causing a negative target pop and still present some malus.
Two solutions come to mind: 1) don't reduce max pop by a fixed value, but by a certain percentage, 2) make sure the terraforming pop penalty doesn't reduce the final max pop below a certain minimum (1, 0.5, 0.2, 0.1, whatever works best).
Give the terraforming pop effects latest priority of them all?When reworked, will use some pop adjustment, but will need to be mindful of cases like temporal anomaly or phototrophic species.