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daniel060

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A lot of people have noted that the terraforming mechanic isn't super useful currently because by the time you can use it, you usually have alien races within your empire that can colonize such worlds directly. It's also limited in that you can only change the class of habitable worlds. True terraforming in the science fiction sense is all about taking uninhabitable worlds (like Mars) and transforming them into Earthlike ones. There's a mod adding this feature, but according to the thread, it has balance issues.

I'd like to solve both issues at once, and there's one simple way to do it: make terraforming harder. A lot harder.

The first way to make terraforming harder is through technology. Changing the class of habitable worlds is one type of terraforming, and it can either use the current technological setup or be split into multiple technologies (creating a greenhouse effect requires different research than creating a cooling effect, after all). Transforming a barren, frozen, molten, or toxic world is something entirely different, and they should each have their own (possibly rare) technology allowing that to happen. Discovering one of those early could be an interesting rare effect of the "abandoned terraforming equipment" event chain.

The second way to make terraforming harder is to increase the cost of building and maintaining terraforming stations. Depending on the type of terraforming, they may need to remain operational after the process is complete to keep the planet from reverting (which opens up interesting tactical options during wartime).

The most important way to make terraforming harder, however, is to make the resources needed to do it rare enough to fight over. If you think about it, getting a hold of "terraforming liquids" entails transporting an ocean's worth of water from one planet to another; "terraforming gases," an atmosphere's worth of CO2 or oxygen. This is not something to be taken lightly, and once you do it, it's done.

THEREFORE:

  • Terraforming resources should not be automatically obtained by mining stations. Instead, these stations should have an action button (like other ships) that allows you to order it to harvest those materials for a significant cost in energy credits. Once the resource is mined, it disappears from the planet and goes into your empire's stockpile.
  • You must then spend those resources in addition to more energy credits in order to terraform a planet. And once they're used, they're gone. If the process gets interrupted, you might not get any or all of those resources back. This will create scarcity, forcing players to choose between terraforming projects, possibly permanently. This will make terraforming liquids and gasses worth fighting over.
  • The cost of terraforming, in both resources and energy, should depend on the type of terraforming being done, and that cost should be clear up front. For example, to turn an arctic world into a tundra world, you need to raise the temperature through a greenhouse effect, though not by too much. This might require one resource of terraforming gases. Making a barren planet continental, however, would require a lot more gas and a lot more water. It might cost two or three of each resource, in addition to a lot of energy.
  • The cost of terraforming should scale to the size of the target planet. It takes a lot more gas and water to terraform a superearth-sized planet than a tiny moon. But the payoff is greater too; larger tiles will provide more space for pops to work.
  • To keep the resources from getting too rare, there may be some instances in which terraforming actually produces terraforming gases or liquids. For example, if I'm changing an ocean world into a continental one, all that extra water has to go somewhere, so why not into the empire's stores? The limit on this would be that you would always get less out terraforming than you put in. So while savvy players might use this as a way to change what types of terraforming resources they have on hand, it will always come at a cost, increasing scarcity even more.
  • Finally, mid-terraforming events (both good and bad) should be a lot more common. They may require players to sacrifice an extra terraforming resource or put in more energy credits. (In that way, it'll be similar to the canal projects in EU4.)
All this put together should make it possible, albeit very hard, for those players who want to terraform Mars to really do so. And then they can earn a "Red Mars-->Green Mars-->Blue Mars" achievement. ;)

So what else could we do to fix terraforming, and how can these ideas be improved?
 
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aea

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So your suggestion basically revolves around making it difficult, but not impossible, to terraform non-habitable (for any species) planets into habitable ones?

If so, I do agree it should be hard. But in general I'm very unhappy with the terraforming process. Why waste 1500 energy and 10 years when you can just settle a planet and run a 3-month long genetic modification process to change the preferred habitability? You just need to do this five times and you're golden. You just can't do this w/ Xenophobes but that ethos is gimped every possible way.

The technology cost is basically irrelevant compared to the energy and time cost.
 
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daniel060

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It sounds like the real fix for that problem might be making genetic modification take as long as terraforming--or at least longer than it does now. Maybe 3 months per pop. Or maybe just a whole generation given the lifespan of the species in question (assuming you're modifying new babies, not living adults, for example). I'm not sure how many people would want to put their research on hold for that long (or if that's even the way the project should work), but that would probably need to be tweaked for balance.
 

aea

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Agreed, I don't want to derail your thread too much but I personally think with gene-modding in place, in its current form, there is no reason to terraform. Having a high per-pop cost doesn't actually deter that, you just need to modify two pops (the founding pop and the one that's growing). And you need to do it just once per planet type and simply make new colonists from that one original pop.

Basically in the space of two years (one to settle a new planet, one to build a spaceport) you can take a pop, modify it, and start popping out new colony ships with your 'species' (keeping their ethos, traits, etc). Most of the time this is strictly better than using Xenos.
 
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ImpalerWrG

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I've been thinking that planet should have a mix of climates of the adjacent types on the wheel, likely in some kind of Gaussian distribution at initial creation. In that context transforming could be archived one tile at a time as an option right on the built menu much like removing a tile-blocker. The cost and time to terraform can scale with the type of adjacent terrains distance on the wheel so it is preferable to transform the whole planet gradually rather then to cherry-pick limited spots.

The whole unique resource for terraforming seems like a poor mechanic too me and I would drop it, with Terraforming being highly energy intensive and gated by technology but not otherwise limited.