For ages people either the player gets pissed off if they find a useless class 0 planet or they pose no strategic value to them whatsoever.
Well lets end this waste of perfectly good resources and have constructors or space miners (what do you think is better?) to set up a fully automated resource harvest where drones extract whatever is useful from the planet. Perhaps players could randomly come across artifacts or things out of the ordinary in the class 0 planet, or simply they find metals of all kinds that are worth billions or more credits because the resource is high in demand.
Basically hostile races can take out the base of operations with any ship and attack it like a ordinary star base, so they are not indestructible and requires the player to defend it with ships just like any other planet.
Also couldn't resources be part of the game as well? Seriously credits are everywhere but what if they had like a quick statistic of what exactly is being mined, the values of each resource and how many credits are they worth per unit. This could make buildings like stock exchanges play an interesting bonus role to the players economy. like setting up what resources to trade with another empire or what goods could be sold to that empire.
Besides, it would be way better then just having X% boast through technology/race bonus/random floating resource.
I thought this would make way more sense then having cubes or coins floating in space for absolutely no reason... maybe the mines could completely replace mining star bases.
I NEVER said anything about building on class 0 planets, it is that the space miner collects resources there and sends it back to the closest colony. Besides giving the space miner a job of retrieving resources from a class 0 planet eliminates its uselessness once all space mines are constructed.
The resources are brought only to planets with Silos where the raw resources are stored and to be depleted by planets, star bases and space ships across your empire. Failure to mine the necessities of your empire will cause consequences such as shrinking in colonies instead of growing, ship malfunctions, star base shutdowns, lost influence and billions of credits for failure to keep up with the supply and demand of your civilization in raw materials.
Any Excess of any particular resource could be sold on the black market for additional income, and their values are calculated by the percentage of all resources mined.
Making class 0 planet harvesting mandatory to set up these automated class 0 mining operations would also give class 0 planets a meaningful purpose in the game design and not just something to look pretty or take up space just for the heck of it or to piss players off once they find out they are not habitable.
+1
Just because a planet can not be lived on, does not mean it is devoid of precious resources.
+1I like this idea! Would be cool for uninhabitable planets to contain minerals like Titanium or something that is required to produce certain ship armors and other such things.
Gas giants to mine for fuel for ships!
+1!
Finally stopped lurking and made an account just to reply to this post. Yes and yes and yes and yes please.
I love the idea of having a planet that's mine but that isn't really focused on becoming a colony. I think it would be fantastic if you didn't need people (or a lot of them) to have a successful planet. Like this planet isn't fit for serious habitation, but it IS ripe for mining/harvesting. Man I can't like this idea enough.
Just a thought, but for gas giants, barren planets or any planet that you deem not fit for adding colonists, I think it would be neat to have a sub building tree for these. Just like a colony where you decide in this spot I want to build a stadium or farm, but instead it could be deep-core mineshaft or atmosphere extractors or something.
+1!!!!111!!!eleven1!
This needs to be done.
How about this? Place an outpost in orbit around a Class 0 planet and it will occasionally generate 'anomaly events' like normal space anomalies would.
I second your motion!
I would love to see this as a feature in the new game... it could make it more interesting for civilizations... (against the idea of turning every low world to a colonized world).
Maybe if they can have something like the space mining ships in Dead Space 1? Where it had an outpost but several parts come together to mine the planet... you could have it be a feature for the "Space Miner" but would also require another ship or some way to build a outpost on the planet... (or maybe in this instance the entire ship is used up).
In this way i can try to help build up resources for a faster planet development.... or get the resources to the home world. This would be greatly interesting as it could help a galaxy with sparse or few planets to colonize.
I especially like the concepts below for having a tech tree to develop different ways to mine these planets... more complexity (underneath) while having the simplicity above can greatly help with this.
"Just a thought, but for gas giants, barren planets or any planet that you deem not fit for adding colonists, I think it would be neat to have a sub building tree for these. Just like a colony where you decide in this spot I want to build a stadium or farm, but instead it could be deep-core mineshaft or atmosphere extractors or something."
I think that this would be a good idea to do something with gas giants. In star wars this was a place to mine crystals that were especially hard this could improve the hulls of the planet it is connected to. I'm not sure but can't we really improve fuel with metallic hydrogen which this would both improve speed and range of ships from the planet it was connected. At least if this was connected to a barren world it would be a supply of water doing 2 things this would speed up production if u don't have advanced barren world colinization and increase population growth. I would like to see a specialised tech tree for this. More techs the better.
+1010100
I would like them to be more like a mining/factory colony than just an asteroid mine or a star-base. So like you have to move pop to them but they themselves cant grow any "you move population with the troop ships so shouldn't be too hard.
Yeah stuff like this, could be the plants type or something like they do in Sins. While I am on Sins please star-dock for Gal III dont make us kill everyone on the planet when we invade ;_;
U would think that when enough people people died on an invasion u would think they would surrender especially when they r human when not all of them r soldiers.
+1 to anything that leads to making use of dead planets, gas giants, etc. I always support things that could lead to effective raids on enemy infrastructure and economy without the need for a full invasion of a colony. It encourages more strategic decision making.
I agree if something is laying around I want to do something with it. So u like espionage.
+1 here.
This ^^^
I would also like tech research combined in tandem with getting a resource infra structure in place for your empire. You can have your choice of researching Weapons or defenses or Diplomacy or Espionage OR techs that help improve and acquire resource on class 0 planets, improved metals, gas extraction.
Furthermore, when your empire has these resources you will get a bonus to either Tech research or Production depending on where you want to allocate these resources. Also they should become useful to other empires as well. I know that trade is an abstract idea on Gal Civ but with an upgrade to 64 bit I imagine more complex Empire management features can be coded.
Some may not like further micromanaging in a game and that is just fine as well, lets have some automated features on some things similar to Distant Worlds.
There should be a reward/risk component for class 0 planets I think if you are allowed to extract from them. Not every single one should be useful or profitable to mine.
Maybe some could give large bonuses for a while but they might be extremely unprofitable financially.
I disagree, I think everyone should be profitable for some reason or another, or even multiple ways. For instance an snowy ice world could possibly give you huge mineral deposits, but it also be nothing other than a few rocks here or there, but maybe great on water needs from all the ice, but that may be contaminated and not be water ice. Plus many other possible mining operations.
As your technology grows you have better scanning equipment that can give you a better knowledge on what resources you may extract, plus you can get better mining techniques for different resources decreasing waste and increasing profit. You can do this with multiple different ways for many types of planets and resources.
I'm guessing when u r talking about contaminated water u r reffering to my idea about supplying water to barren worlds. I would exoect that u would have to distill the water to condense it for this to work anyways with a filtering system. Maybe that u will need to do this with more research. maybe u could put this on the Yor tech tree. Since the Yor don't need water this would be a trade good to other races for planets that r not terran, or maybe the Iconian r super adapters.
Let me ask it this way:
There are literally hundreds upon hundreds of level 0 planets on my Immense maps. You propose I micromanage each and every one of those as to what is mined on what sort of planet?
Just how is that fun or interesting? I mean, I get into micromanaging, but I am not that OCD yet.
I don't think it would have to necessarily work that way. And I understand that with large maps it would become a chore and a half to manage. It's almost too much just to manage habitable planets on this scale.
I think just a 'fire and forget' would be a nice approach. Establish a mining base and then you're set to move on to another. A little more complex would be to have tiers to upgrade it, but I would think as long as you're not juggling happiness and other factors associated with colonies, you would be free to have a hands off approach to it and focus on other things...like said colonies.
I would like if they had some value of some kind, or at least the POSSIBILITY of value. Not every level 0 planet should be a gold mine, but if each had the possibility, I think finding them could be fun. They could have resources, or maybe ancient technology, derelict ships, green slave space prostitutes...something.
really... don't know how compatible they might be with the average race??
sounds cool
First I think most of the details would probably be things u read in a tech tree description. I would ask how many class zero planets versus habital I guess u don't play on abundant habitible planets. The settings really don't matter. Maybe this could be an option to turn on or off at the beginning of the game. Do u micromanage asteroids. We could have a ship that goes around the galaxy mining class 0 planets just like the asteroid miner. This could even be a function of the asteroid miner. I'm always in favor of giving u an option of automating anything that someone doesn't want to do. That way if u don't want to do it u don't have to. There is always more theory on how u do things than whats or the game.
I had exactly the same idea.
There must be some restrictions to this.
First of all not every dud should be useful there must still be completely useless planets around. Because if you could mine every single dud in the galaxy that would just be to time consuming and also boring.
There are also some questions that need to be sorted out.
Are they going to work like asteroids? Would you use a space miner or constructor vessel? Upgradeable or not? How will existing and new techs influence dud mining? What kind of resource will they provide?
The system could also be expanded for example it would be nice if you could build military outpost for ship repairs and fleet battle assistance much like space stations but based on empty planet.
I said that all resources have "specific" values ranging from worthless crap to unobtainable, and basically all you need to do is send a space miner there and it basically works the same way as asteroids or trade routes (one of the two).
The stock exchange would be an additional idea and generally speaking there would be a number on how much raw resources in your empire and how much resources your civilization are consuming per turn. A nice picture for each individual resource would be there just for eye candy and the stock market value will be different every game you play depending on what is the most common raw materials available and the rarest raw mineral in the galaxy.
Remember, every class 0 planet is different, and should be randomized on what stuff you get out of mining it.
I am thinking of percentage wise system, and the prices are constantly changing thus calculating the total amount of billion credits per turn.
The thing worth noting is your civilization will constantly be draining each and every resource depending on how much planets, ships and star bases you control. This would work like a supply limit except it is less limited depending on how much goodies you mine from the class 0 planets.
I am not sure about the tech tree yet, maybe it could be a technology branch that would be called "Processing" or "Refinement" that would be required to unlock better factories, because you cannot manufacture good things without figuring out how to refine the resources to their desired state.
This is a really interesting idea! :3
I would even go as far as saying, anything under Class 7 could become a mining planet. Randomize resources that can be mined.. (not every planet should be able to be mined, But i am saying a chance to be could be a really good thing.
I would like to have to think.. hmm a class six that would make a really good money maker, or a small research planet.. But it also has a wonderful resource that could help in the long run for trade, or for production/research/defense.. what ever resources bolster i would guess. the amount of that resource could vary as well. A planet could be dense or sparse, money made, or bonuses could be changed depending on amounts.
I just think it could really add some nice depth. I'm not against resources being Finite, But i would think rates of mining, and number of mines you could support would have to be balanced.. In other words, might not be the best thing if you could strip the entire galaxy of resources in a single game.. maybe 20% would be more of a number to shoot for.. Pro's and con's on what to exploit compared to your strategy, verse just mining everything because it is there and close
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