[Planetary Engineering] Consolidation of terraforming, planet features, habitation

[Planetary Engineering] Consolidation of terraforming, planet features, habitation

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MichaelJanuary

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This is a repost/consolidation of ideas I posted in the general forum.

Firstly, hab% should be more meaningful to the game. Being meaningful, it would benefit from an engaging and consolidated system that rewards the player for engineering planets to suit their species. This suggestion is about how the engineering aspect could be implemented.

I would like to see PLANET TAB on the PLANET SCREEN. This TAB would consolidate all things that pertain to the planet itself (features, blockers, terrain, habitats, planetology), with options to manage them as appropriate techs are unlocked. The features could be grouped in TIERS with clear indication of the techs required.

Rough wireframe for a PLANET TAB on planet screen.

Note: None of these things are new .... they are all just consolidated into a single view, that offers various planetary engineering choices or actions that will transform your planet.

Super HabitatDesigned ecologies that impart bonuses to your planet.
These may require special technologies or ascendancy perks.
Ecumenopolis
Gaia
Machine World
Terraform To ...
Uninhabitable PlanetsPlanets that are not normally habitable.Barren
Volcanic
Toxic
Terraform To ...
requires Tier 4 techs
Planetary EngineeringMajor planetary modifiers (-10 to -20 hab each).Damaged Ozone Layer
Orbital Debris
Weak Magnetic Field
Tidally locked
Axial Tilt
Rotational Speed
Radioactive
Actions
Requires Tier 3 techs
Major HabitatDifferent species have varying preferences.
Selecting the right habitat for your species has a 20% affect on the habitation level for your species.
AlpineTerraform To ...
Major Terrain FeaturesBlocks district construction until removed (-5 hab each)Volcanoes
Major fault lines
Noxious Atmosphere
Impassable Mountains
Titanic Lifeforms
Electrical Storms
Actions
Requires Tier 2 techs to unlock.
Simple Terrain FeaturesBlocks district construction until removed. (-2 hab each)Wildlife
Slums
Toxic Kelp
Glaciers
etc.
Actions
Requires Tier 1 techs to unlock.
Basic FeaturesDetermines district composition and simple modifiers (minerals, energy, etc.)Hills, Mineral rich caverns, Arable land, etc.


What is new?
I would propose that planets have a default hab of 90.
Adding a Gaia feature would take it to 100 by default.

The addition of blockers, miner and major features would shift the hab from 90 to what you find in space:
  • wrong habitat for your species: -20
  • Weak Magnetic field: -10
  • Impassable Mountains: -5
  • Aggressive Wildlife: -2
Final result = 90-20-10-5 = 55 hab.

Fixing the specific problems would ease the hab, with the biggest impact being changing the major habitat to match your species preference (terraforming).

I would prefer to avoid techs that provide global +5 hab to all planets. Rather tie these techs to specific problems that can be fixed on the planets that manifest them (atmospheric filtering, axial tilt, orbital cleanup, etc.).

Overall this would not be significant change from the current model, except to tie a few disparate things together into one cohesive model, that would also impart a higher degree of immersion, and provide a small degree of focus on one of the major precepts of a SPACE 4X game .... planetary engineering.
 
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Zetesofos

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I very much like this idea. I feel like it is still too easy to get 100 habitability.