I would like to expand of the current model of features and blockers to encompass hab and terraforming. Some existing blockers can have a negative hab associated with them (volcanoes, kelp forests, quicksand), so that when you remove the blocker, you also slightly increase the hab of the planet (besides unlocking the districts).
We could also add new features (like Poisonous atmospheric gases), which could be removed after you research atmospheric filtering. The idea being that as you remove blockers, you also improve the affected planets hab, instead of just getting a flat +5% on researching the tech.
We could also have required features on all planets (ozone layer, magnetic field) which can be generated or repaired to improve the hab of a planet once the required technologies have been researched.
By extending this idea (planetary features, blockers) to habitats and ecosystems, you can end up going as far as terraforming a planet through the existing feature/blocker system. It would require no new mechanics in the game, just addition of new features, and attributes, linked to some of the current technologies which are already used to manage those features/blockers.
We could also add new features (like Poisonous atmospheric gases), which could be removed after you research atmospheric filtering. The idea being that as you remove blockers, you also improve the affected planets hab, instead of just getting a flat +5% on researching the tech.
We could also have required features on all planets (ozone layer, magnetic field) which can be generated or repaired to improve the hab of a planet once the required technologies have been researched.
By extending this idea (planetary features, blockers) to habitats and ecosystems, you can end up going as far as terraforming a planet through the existing feature/blocker system. It would require no new mechanics in the game, just addition of new features, and attributes, linked to some of the current technologies which are already used to manage those features/blockers.
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