Habitability change in 1.5 ?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Futharkk

Sergeant
30 Badges
Nov 24, 2013
73
0
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Europa Universalis 4: Emperor
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
Hello everyone,

I remember having seen somewhere that the way habitability works would be changed in the next update. However I can't find where I have seen that. Do I remember correctly and do we know what will be changed exactly ?

Thanks.
 

grandad1982

Field Marshal
103 Badges
May 1, 2012
3.562
5.180
  • Sengoku
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Third Rome
  • Knights of Pen and Paper +1 Edition
  • March of the Eagles
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Crusader Kings II
  • Sword of the Stars
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • For the Motherland
  • Cities in Motion 2
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Stellaris
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
  • Victoria 3 Sign Up
  • Europa Universalis IV
I haven't seen anything about that. It only recently changed so I'd be surprised if it changed again so soon. Still if any one can link a dev mentioning it I'd be interested to see it.
 

Mitroll

Corporal
40 Badges
Nov 4, 2016
36
115
  • Crusader Kings II: Charlemagne
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Majesty 2
  • Magicka
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Necroids
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Warlock: Master of the Arcane
Yeah, in 1.5, automatic population growth is becoming a tech. Until you research it, you have to play an Oregon Trail style minigame every time a new pop is made, with the difficulty being decided by the planet's habitability.
 
  • 19
  • 9
  • 5
Reactions:

prismaticmarcus

Field Marshal
Moderator
70 Badges
Sep 28, 2014
7.305
11.435
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Empire of Sin
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Stellaris: Federations
  • Europa Universalis IV
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Golden Century
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Third Rome
  • Cities in Motion 2
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines Industries
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Res Publica
  • 2
  • 1
Reactions:

Pyramid_Head

Banned
29 Badges
Aug 13, 2013
1.517
3.345
  • Europa Universalis IV
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders: Shadow Magic
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Major Wiki Contributor
  • Tyranny: Gold Edition
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars Pre-Order
  • DJ Plantage
  • PDXCON 2018 "The King"
  • PDXCON 2018 "The Emperor"
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Hearts of Iron II: Beta
habitability works...bad. It's a linear progression. I'd rather prefer Endless Space approach, where Volcanic worlds with no farming were valuable for huge industrial(mineral) output, lush workds were valuable for, well, farming, same goes for science and, entertainment and trade worlds. I'd rather see habitability's role to be changed completely, instead of boring happiness modifier.
 
  • 12
  • 2
Reactions:

Milten

General
78 Badges
Sep 20, 2011
1.948
8.770
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Colonel
  • Hearts of Iron III Collection
  • Magicka
  • King Arthur II
  • Impire
  • Sword of the Stars II
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • 500k Club
  • Pillars of Eternity
  • Cities: Skylines
habitability works...bad. It's a linear progression. I'd rather prefer Endless Space approach, where Volcanic worlds with no farming were valuable for huge industrial(mineral) output, lush workds were valuable for, well, farming, same goes for science and, entertainment and trade worlds.
And how what's you describing is better? Find lush world to farm? Doesn't seem like much of a choice to make.
 
  • 5
  • 1
Reactions:

Pyramid_Head

Banned
29 Badges
Aug 13, 2013
1.517
3.345
  • Europa Universalis IV
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders: Shadow Magic
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Major Wiki Contributor
  • Tyranny: Gold Edition
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars Pre-Order
  • DJ Plantage
  • PDXCON 2018 "The King"
  • PDXCON 2018 "The Emperor"
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Hearts of Iron II: Beta
So you don't even need to find Mine World? Just press "make Mine World" button? Oh, fine then.
No, we have plenty of Baren worlds, habitability could affect ability to build on asteroids. Now there's, basically, one interaction with the planets - terraform them into 80% habitability of your species or gaia. Should we be able to turn the planet into volcanic without farming or something like that, that would be a solid investment.
It's still better than empire of identical planets. Once again, Endless Space is better in this aspect, with industial sectors, farmng planets, trade hubs. Both in need of protection.
 
  • 5
  • 3
Reactions:

Milten

General
78 Badges
Sep 20, 2011
1.948
8.770
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Colonel
  • Hearts of Iron III Collection
  • Magicka
  • King Arthur II
  • Impire
  • Sword of the Stars II
  • Tyranny: Archon Edition
  • Crusader Kings III
  • Age of Wonders: Planetfall
  • 500k Club
  • Pillars of Eternity
  • Cities: Skylines
Now there's, basically, one interaction with the planets - terraform them into 80% habitability of your species or gaia.
And here you are wrong. Genetic modification, robot colonization, foreign species.
Once again, Endless Space is better in this aspect, with industial sectors, farmng planets, trade hubs. Both in need of protection.
I disagree. I don't think splitting planets into different kinds of resource production adds anything to game depth. Nor I'd call Endless Space a best example of 4x.
 
Last edited:
  • 12
  • 4
Reactions:

Crenickator

Major
78 Badges
Mar 13, 2015
521
188
  • Europa Universalis IV
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings II
  • Crusader Kings III
  • Victoria: Revolutions
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Magicka
I disagree. I don't think splitting planets into different kinds of resource production adds anything to game depth. Nor I'd call Endless Space a best example of 4x.

And I dis-disagree. :p
While planets shouldn't just be relegated to only one role, the ability to do so can provide depth. The game as it stands does not have the ability, but it can be made to. Currently, the only building to affect mineral production is a mineral processing plant. But if you increase the number of buildings that can affect mineral processing, and perhaps tie them to a capital complex upgrade similar to the way the highest tier of buildings can only be built on the Empire's capital world, and you can begin to specialize your planets more without just "Press button, get mineral bonus."
 
  • 2
  • 1
Reactions:

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
The game as it stands does not have the ability, but it can be made to. Currently, the only building to affect mineral production is a mineral processing plant.
Incorrect.

Certain planets are absolutely made to be hyper-specialized- they're the ones that get special traits added to them during survey operations. Stuff like Mineral Rich or Geomagnetic Storms, etc. Those provide a percentile buff to the production of certain resources on that planet.
 
  • 4
Reactions:

Crenickator

Major
78 Badges
Mar 13, 2015
521
188
  • Europa Universalis IV
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings II
  • Crusader Kings III
  • Victoria: Revolutions
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Magicka
Incorrect.

Certain planets are absolutely made to be hyper-specialized- they're the ones that get special traits added to them during survey operations. Stuff like Mineral Rich or Geomagnetic Storms, etc. Those provide a percentile buff to the production of certain resources on that planet.

Not quite the same thing, but I understand the contention.
You can play to the planet's modifier by plopping down lots of mines on the Mineral Rich worlds, but it's not really specialized since the buildings there are the same as you'd find anywhere else in the Empire. I was asking for an additional level of specialization with building lines that would further enhance the "Mining World" theme, that wouldn't have a place on other non-mining worlds. And while these too would benefit from modifiers like Mineral Rich, it's not reliant on it, and you can make a mining world out of any old planet if the need arises.
 
  • 1
Reactions:

AlphaAsh

Miserable Git
52 Badges
Mar 16, 2015
1.274
1.185
www.alphastrikegames.com
  • Victoria 2: A House Divided
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Pillars of Eternity
  • Tyranny: Archon Edition
... But if you increase the number of buildings that can affect mineral processing, and perhaps tie them to a capital complex upgrade similar to the way the highest tier of buildings can only be built on the Empire's capital world, and you can begin to specialize your planets more without just "Press button, get mineral bonus."

I have heard of a mod that does this. The name escapes me.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.094
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
terraform them into 80% habitability of your species or gaia.

I almost never terraform.

There are far better ways to deal with habitability. Genetic modification, droids, getting new species in your empire, buildings that increase habitability, strategic resources that increase habitability, techs that increase habitability.

In fact, one of the great advantages to both conquest and migration treaties is gaining POPs that can colonize all types of worlds. Who needs terrarforming?

Habitability: Making Xenos Great, Again. (Even if we oppress them.)

Currently, the only building to affect mineral production is a mineral processing plant.

And the slave processing facility.

And planet modifiers that increase mineral output.

And planet specific edicts that increase mineral output or happiness (which increases output as well).

You pick the right world, and you can turn it into a great source of minerals.

2016_12_26_1.png


The planet isn't even optimized completely just yet. It still needs some genetic modification, an edict, and it would have been better if it had planet modifiers (but you take what you can get).

EDIT: I forgot to mention that slavery makes habitability mostly moot. As long as a POP can barely tolerate a planet, it can be an efficient slave there.
 
  • 1
Reactions:

Ex Mudder

Field Marshal
119 Badges
Oct 21, 2001
3.882
757
  • Victoria 2
  • Europa Universalis III Complete
  • King Arthur II
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV: No Step Back
  • East India Company
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • A Game of Dwarves
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
habitability works...bad. It's a linear progression. I'd rather prefer Endless Space approach, where Volcanic worlds with no farming were valuable for huge industrial(mineral) output, lush workds were valuable for, well, farming, same goes for science and, entertainment and trade worlds. I'd rather see habitability's role to be changed completely, instead of boring happiness modifier.

I always figured that was what mining and research outposts represented. Small resource extraction colonies within range of a central node (planet, frontier outpost).

But I do like Endless Space's "all planets add to system production" approach. Doesn't really fit Stellaris though.
 
  • 2
Reactions:

Crenickator

Major
78 Badges
Mar 13, 2015
521
188
  • Europa Universalis IV
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings II
  • Crusader Kings III
  • Victoria: Revolutions
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Magicka
You pick the right world, and you can turn it into a great source of minerals.

But there is currently nothing to differentiate that world from any other that has mines, slaves, and/or edicts. Just the difference in efficiency and possibly a planetary modifier. To me, that does not a mining world make, and would opt for a, let's say "Tall" option to build up mining facilities that I wouldn't necessarily want/be able to build elsewhere.

The Worm-In-Waiting line had a Power Hub that caused -10% Happiness, but was better than the first level Hub. What your slave world needs to really make it terrible is a few smog-spewing processing plants that lower happiness in exchange for a better return, and planetary capital upgrades that allow for mines with increased yields, possibly themselves affecting habitability because you're literally stripping the biosphere away to get at the precious minerals underneath. Your slaves have it too good! ;)
 
  • 1
  • 1
Reactions:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.094
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
But there is currently nothing to differentiate that world from any other that has mines, slaves, and/or edicts. Just the difference in efficiency and possibly a planetary modifier.

You mean "nothing to differentiate" except for tiles with more or less minerals. And tile placement. And species on the planet. And placement or lack of food tiles. And tiles with both food and minerals. And number of tiles. And types of tile blockers. And Stone Age primitives.
 
  • 5
  • 2
Reactions:

Magnificent Genius

Perennial Also-Ran
95 Badges
Oct 28, 2014
1.493
1.046
  • Battle for Bosporus
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars
  • BATTLETECH
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Knights of Pen and Paper +1 Edition
  • Knights of Pen and Paper 2
  • Magicka
  • Stellaris: Necroids
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
But there is currently nothing to differentiate that world from any other that has mines, slaves, and/or edicts. Just the difference in efficiency and possibly a planetary modifier. To me, that does not a mining world make, and would opt for a, let's say "Tall" option to build up mining facilities that I wouldn't necessarily want/be able to build elsewhere.

The Worm-In-Waiting line had a Power Hub that caused -10% Happiness, but was better than the first level Hub. What your slave world needs to really make it terrible is a few smog-spewing processing plants that lower happiness in exchange for a better return, and planetary capital upgrades that allow for mines with increased yields, possibly themselves affecting habitability because you're literally stripping the biosphere away to get at the precious minerals underneath. Your slaves have it too good! ;)

I kinda see where you are going here, and I like it. You're talking about theme-related concepts, and adding mechanics to fit those themes, and I am all for that, because it will add so much diversity. A barren world that has been turned into a giant mine that provides half the EMPIRE with it's minerals is a cool sci-fi theme, and right now there's no way you can do that. Being able to do that would be cool.
 
  • 2
Reactions:

Wyrm

General
35 Badges
Dec 7, 2003
1.801
1.484
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
Have the habitability translate straight into efficiency for pops instead of letting it decide maximum happiness. That would make those 5%-increases in habitability-techs and other things more valuble and in a way be more realistic.
 
  • 1
Reactions: