So, I've been trying to find a more sexy way to re-implement an old idea: making moons more useful. As lunar colonies (or habitats), harnessing other moons around a gas giant, as satelites of a colonised planet
My original implementation in a personal mod of this was to spawn planet modifiers/deposits/districts, it works, but it gets a bit janky with edge cases (and the fact that you have to rely on the planet features popout menu doesnt help it much either).
Something else i've been playing with is making a variant of the orbital ring that can have a single starbase building slot, which only supports "lunar" buildings (lunar farming colony, lunar mines and so on) which then spawn a "Lunar Miner" job on any colonised moon/planet/habitat close by (in the same orbit scope, to get technical). Below is a mockup of this (the lunar variants would not have rings, obviously, and would not be buildable over colonised worlds or terraforming candidates)
spawning orbital-ring style macro structures over uninhabited worlds opens up a lot of opportunities - additional defensive guns in asteroid belts, or sensor-stations to increase sensor range, would be interesting, for example.
And whilst this can work with a bit more hacking up of the orbital ring class, aside from it being totally dependent on owning overlord, there might be a more elegant solution: HOLDINGS.
As far as i am aware, holdings are an entirely code-driven object, as in modders can not script in "federal holdings"(another idea for another time, perhaps) or "satellite holdings" and so on.
Satellite holdings would spawn 1 slot per moon and gas giant in the vicinity; letting you build a few special buildings on them, providing extra jobs, modifiers or possibly rare resources that are uncommonly found on typical colonies. It would also make moon-colonies, which tend to be < size 10 and often have several sibling moons (when orbiting a gas giant), more competitive with larger colonies.
This would also let you build cloud cities, and gas mining infrastructure, increasing growth and housing on the "proper" lunar colony, via the holdings interface.
My original implementation in a personal mod of this was to spawn planet modifiers/deposits/districts, it works, but it gets a bit janky with edge cases (and the fact that you have to rely on the planet features popout menu doesnt help it much either).
Something else i've been playing with is making a variant of the orbital ring that can have a single starbase building slot, which only supports "lunar" buildings (lunar farming colony, lunar mines and so on) which then spawn a "Lunar Miner" job on any colonised moon/planet/habitat close by (in the same orbit scope, to get technical). Below is a mockup of this (the lunar variants would not have rings, obviously, and would not be buildable over colonised worlds or terraforming candidates)
And whilst this can work with a bit more hacking up of the orbital ring class, aside from it being totally dependent on owning overlord, there might be a more elegant solution: HOLDINGS.
As far as i am aware, holdings are an entirely code-driven object, as in modders can not script in "federal holdings"(another idea for another time, perhaps) or "satellite holdings" and so on.
Satellite holdings would spawn 1 slot per moon and gas giant in the vicinity; letting you build a few special buildings on them, providing extra jobs, modifiers or possibly rare resources that are uncommonly found on typical colonies. It would also make moon-colonies, which tend to be < size 10 and often have several sibling moons (when orbiting a gas giant), more competitive with larger colonies.
This would also let you build cloud cities, and gas mining infrastructure, increasing growth and housing on the "proper" lunar colony, via the holdings interface.
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