Hello,
please criticize idea of my mod. Basically it revolves about making the game more plausible. So:
1. The mod starts in year 2050. World population is 9, ethic divergence is huge. By huge ethnics divergence I mean that every POP has a distinct ethics that is very different from other POP. This is to represent yesterday's nation-states that just united into world government.
2. The mod starts w/ two colonies -- on Luna and Mars. Robots are researched, FTW
3. You can colonize asteroids/barren world right from the starting point -- there is no "colonization of ..." technology, instead these are replaced by "terraform of ..." technology.
4. Initial habitability of Luna/Mars/barren planet is zero or maybe below zero, so POPs does not reproduce.
6. To raise habitability of barren world, you must build "Atmospheric Processor" building, that renders atmosphere for barren world thus raising habitability by 50% and build "Terraforming" orbital station that covers asteroid with shield for protection vs. cosmic radiation and escape of atmosphere, thus raising habitability by another 50%.
7. This might sound just like Colonize Unlimited mod, but here comes the difference: you can't colonize molten and toxic worlds, only barren worlds, devoid of any atmosphere/harsh conditions.
8. -- THE KEY FEATURE --
You need to colonize barren worlds/asteroids to mitigate risks of high level technology -- any building above basic level might explode, rendering adjacent tiles uninhabitable.
Basically, level 1 bio-lab might explode and render "Dangerous Wild life" blocker. Level 2 bio-lab might explode and render 5 "Dangerous Wild life" blockers. Level 3 bio-lab explosion will render half of planet uninhabitable. Level 4 bio-lab explosion will render whole planet uninhabitable.
So, you need to colonize asteroids/moon worlds NOT because it is cool, but to mitigate risks of high-level buildings: it is no big deal if level 4 energy plant on Vesta will explode and turn Vesta into molten planet...
Basic science labs/energy plants/mines cannot explode, so you can build these on home planet safely and outsource high-level buildings to asteroids.
Or if you own half of the galaxy and don't care about habitable planets anymore you can build high-level buildings on planets as well, but in this case, you will suffer from frequent extinction level events...
Just like primitives can have nuclear war and nuke themselves out, so "advanced" species can "over-research" and turn their home planet into black hole.
9. Continental/Tropical/Ocean/etc world colonization
There is no continental/tropical/ocean/etc planet types -- instead planets are assumed to be Earth-like and does not matter how much there is water/sand/ice on the surface.
Instead planets are classified by types of bio-chemistry, basically:
a) a (carbon) world with phosphorus/B-DNA biochemistry, b) a world with phosphorus/A-DNA biochemistry, c) a world with phosphorus/Z-DNA biochemistry, d) a world with arsenic/B-DNA bio-chemistry, e) a world with arsenic/A-DNA biochemistry, f) a world with arsenic/Z-DNA bio-chemistry, etc.
Terraforming of such worlds is well, impossible. Because you just can't convert a world with arsenic biochemistry into phosphorus biochemistry, except nuking arsenic world into barren world and then reseeding it with phosphorus life. Terraform (gene-modify) yourself.
10. Jupiter/Saturn
You can "terraform" gas giants into dwarf stars w/ help of dark matter strategic resource.
Basically "ignite" Jupiter. (c) Arthur Clarke, "Space Odyssey" series.
"Igniting" Jupiter would instantly transform its orbiting moons from "frozen world" into "barren world" class, so you can place more level 4 physics labs on these moons, and well, eventually turn 'em into mini black holes
11. Races
Give same classes of race bonus in diplomacy.
Basically two mammal races should have no big problems in establishing an alliance, even if one mammal is pacifist and another mammal is militarist. Establishing alliance between different race classes should be possible only if ethnics are compatible.
please criticize idea of my mod. Basically it revolves about making the game more plausible. So:
1. The mod starts in year 2050. World population is 9, ethic divergence is huge. By huge ethnics divergence I mean that every POP has a distinct ethics that is very different from other POP. This is to represent yesterday's nation-states that just united into world government.
2. The mod starts w/ two colonies -- on Luna and Mars. Robots are researched, FTW
3. You can colonize asteroids/barren world right from the starting point -- there is no "colonization of ..." technology, instead these are replaced by "terraform of ..." technology.
4. Initial habitability of Luna/Mars/barren planet is zero or maybe below zero, so POPs does not reproduce.
6. To raise habitability of barren world, you must build "Atmospheric Processor" building, that renders atmosphere for barren world thus raising habitability by 50% and build "Terraforming" orbital station that covers asteroid with shield for protection vs. cosmic radiation and escape of atmosphere, thus raising habitability by another 50%.
7. This might sound just like Colonize Unlimited mod, but here comes the difference: you can't colonize molten and toxic worlds, only barren worlds, devoid of any atmosphere/harsh conditions.
8. -- THE KEY FEATURE --
You need to colonize barren worlds/asteroids to mitigate risks of high level technology -- any building above basic level might explode, rendering adjacent tiles uninhabitable.
Basically, level 1 bio-lab might explode and render "Dangerous Wild life" blocker. Level 2 bio-lab might explode and render 5 "Dangerous Wild life" blockers. Level 3 bio-lab explosion will render half of planet uninhabitable. Level 4 bio-lab explosion will render whole planet uninhabitable.
So, you need to colonize asteroids/moon worlds NOT because it is cool, but to mitigate risks of high-level buildings: it is no big deal if level 4 energy plant on Vesta will explode and turn Vesta into molten planet...
Basic science labs/energy plants/mines cannot explode, so you can build these on home planet safely and outsource high-level buildings to asteroids.
Or if you own half of the galaxy and don't care about habitable planets anymore you can build high-level buildings on planets as well, but in this case, you will suffer from frequent extinction level events...
Just like primitives can have nuclear war and nuke themselves out, so "advanced" species can "over-research" and turn their home planet into black hole.
9. Continental/Tropical/Ocean/etc world colonization
There is no continental/tropical/ocean/etc planet types -- instead planets are assumed to be Earth-like and does not matter how much there is water/sand/ice on the surface.
Instead planets are classified by types of bio-chemistry, basically:
a) a (carbon) world with phosphorus/B-DNA biochemistry, b) a world with phosphorus/A-DNA biochemistry, c) a world with phosphorus/Z-DNA biochemistry, d) a world with arsenic/B-DNA bio-chemistry, e) a world with arsenic/A-DNA biochemistry, f) a world with arsenic/Z-DNA bio-chemistry, etc.
Terraforming of such worlds is well, impossible. Because you just can't convert a world with arsenic biochemistry into phosphorus biochemistry, except nuking arsenic world into barren world and then reseeding it with phosphorus life. Terraform (gene-modify) yourself.
10. Jupiter/Saturn
You can "terraform" gas giants into dwarf stars w/ help of dark matter strategic resource.
Basically "ignite" Jupiter. (c) Arthur Clarke, "Space Odyssey" series.
"Igniting" Jupiter would instantly transform its orbiting moons from "frozen world" into "barren world" class, so you can place more level 4 physics labs on these moons, and well, eventually turn 'em into mini black holes
11. Races
Give same classes of race bonus in diplomacy.
Basically two mammal races should have no big problems in establishing an alliance, even if one mammal is pacifist and another mammal is militarist. Establishing alliance between different race classes should be possible only if ethnics are compatible.