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Also, here's an idea. That field only slows the decay, and won't work with pops on. As for stabilizing the biosphere, a new job is needed for that. The "Maintainers" keep stabilizing infastructure running. Different planet classes need more or less of them. For instance, a Gaia world is quite unstable, and needs, say, 10 of these, each of them decreasing the rate of decay by 10%, stopping at 100. Wet worlds are the most stable, just needing 4, each adding 25%. Cold and dry need, say, 5, each adding 20%. The jobs could be provided by the capital building (Each upgrade providing more of these jobs, so a newly colonized world can't have a perfectly stable biosphere). Or, a special building could provide this job, and it needs upgrades. A special decision can reverse some of the decay, from when not all of the jobs where occupied.
Just an idea, of course
However, I better like if stabilisation was provided by a special Terraformation Complex building (with or without associated new job: Maintener), that should be almost mandatory to build after Colony Shelter (currently, it's a Gene Clinic, lol). It makes sense that a planet requiring maintenance has less space to build (either this, and/or special blocker(s)).
Planetary decisions would still allow to revert an eventual decay, and only building would prevent actual decay.
Alternatively, you could have the colonisation start while terraformation is still under way, when final climate is far away from original climate (kind of the reverse of the decay tree). That would also increase the overall terraforming time, which would be a good thing.
Uh, I don't know for sure, but I would imagine keeping track of every change like that would pretty intensive on the game, and a pain in the neck to try and code (especially for a newbie). I honestly don't have the experience to even try and consider something like that, sorry.z
In a related note, is there any way to make it so if you were to terraform, say, an ocean world into a continental world, the decay will turn it back into an ocean world?
Very interesting concept otherwise, though!
I didn't want it spammed, you should think about needing to remove it. I added the exemption for Holy Worlds, so needed a way for non-spiritualists to be able to 'hold' a world, for whatever reason.
My own games have become fairly esoteric, spending days playing a galaxy for fun, not for any win. It's common for me to abandon the galaxy and seed it with life on my way to the l-cluster, or leave regressed populations of my species behind (if I go full xenophobe & kill everything).
Yeah lag sucks, but mods to optimise things help, and my tendency to thin the galactic population out helps. Not suitable for quick games, only handy if you’re abandoning territory for any reason & don't want any later empires to get free terraformed worlds. I really only made it for the long game world building experience.
can i check how the costs work?
Stabilise Planet – 150 Inf, 2k Energy - Adds Biosphere Stable modifier
Cease Stabilisation – 50 Inf, 500 Energy – Removes Biosphere Stable modifier
maybe i need more coffee :) but i can understand the cost to Stabalise it,
but if it costs to cease, does this mean that there is an On-going cost?
for example, why would you want to cease (if ceasing has a cost too)?
the only other thing im thinking about, is that (in my games at least) i rarely am able (or rarely have the time) to terraform (even if i do have enough energy), simply because there are so many worlds to quickly grab, and terraforming takes Ages :)
so maybe that can be addressed by a separate mod that reduces terraforming by at least 50% or more, because usually when you reach a certain star date, the game will get very laggy or crash or finish :) (but thats a separate issue i guess)