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Have the effect be smooth instead of breakpoint-based, so that for each +/-1 planet size, there is always a (small) modifier. As it is now (assuming it still works in 1.3), the player has to remember where the breakpoints are, e.g. that something happens above exactly 22, and under 11.
Secondly, have it affect not only building Mineral cost, but also how much time it takes to build (and it shouldn't affect Tile Blocker removal cost/time, assuming it already does this. That's not very realistic).
If I ever get the time, it will definitely grow!
g ∝ M/R
A ∝ R^2 -> R = A^1/2
M = ρV ∝ ρR^3 ∝ ρA^3/2
Therefore: g ∝ ρA^3/2
(just in case, g: grav. potential, R: radius of the planet, A: planet's surface, ρ: planet's density)
So, being this the case, my guess is that the average density of a planet may vary around 20% (Earth's is 4.43 g/cm^3, Mars' 3.91 and Mercury's 5.43...) while the area goes from small planets (~9 tiles) to big planets (~25). This is a broad approximation, but here the variation goes up to 60%, which is additionally affected by a 3/2 factor.
I agree that the gravity potential is not totally determined by it's size and that the 20% variation should be reckoned, but this is as far I got up to now :)
Cheers!
Yes of course, orbit would create the gravitational pull and not the relation of the distance to the center, you're right.
In any case, regarding that point, I think there would definitely be some tidal forces from the supermassive black hole from the center that would affect habitability based of the distance from the center. In any case, it would need some maths to know how it would affect and I don't think it would help with gameplay.
No. The gravity on the surface of a planet does not depend on where you are in the galaxy. Remember that you can be in a gravity field, but not experience any "weight" or pulling down if you are in orbit.
On that note I've been using the 'A New Home' and 'A Touch of Realism' mods.
A new home allows starting planets of 16-21 size.
A touch of realism remakes the galaxy with the systems clustered in the center.
1 - After reading what Bear wrote could it be possible to have the starting planet ratio be that races zero value and other densities read + or - from that.
2 - If so could also set it so that eventually after a few generations of pops there would be ones that have the new planets density value as the perfect 0.
3 - Lastly, wouldn't the central core of the galaxy lend to adding a gravity value as you get closer to it? If so then a planet would differ in gravity also based on location.
Sorry for the novel but there was quite a bit to say.
Thanks again for your mod.
I should definitely check how MoO 2 plays with this. Thanks a ton for the comment!
Since you are thinking of having the people living on planets adjust to the gravity and gain traits from it, would it be possible to have the adaptive traits affect the speed that this happens?
A second suggestion is if you can add techs have one that allows something to be built on a planet to nullify or alter gravity effects? I imagine it would be costly both resource and research wise though.
A high mineral content world would indicate to me a world where these could be found more easily, suggesting that it contains a larger percent of those element and are in turn denser.
I just wanted to explain my reasoning for the initial suggestion. ^.^
@Alderon With the current AI I think it would be very frustrating to keep losing ships because they got too close. I'll consider the idea for further iterations, though.
@DarkRaven I think I'll go random on this, as there are things much more denser than mineral (imagine a tungsten core).
High gravity dwellers would eventually develop the 'strong' trait, or a custom trait that increases combat ability.
Low gravity worlds would give people a special 'low gravity' trait which reduced their combat abiltiy but gave a bonus to ships built on that world for having low-gravity adapted crews.
I mean, some aliens might be used to different gravities.
Thanks!