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.
I would agree, but disagree at the same time.
I never said anything about it being finite, maybe it becomes unprofitable to mine every single molecule of the class 0 planet, so I would agree about the 20% mining thing, but maybe there could be technologies that revolutionize mining, making every molecule in the known galaxy useful, in fact I am sure it can be done since they can bend space and all that fancy talk.
Also automation is a option, and is a must in multiplayer because we don't have time to micromanage each aspect of the mining process, however maybe we could have like a black market sort of thing going where you can sell the raw unused resources you have.
Mining would be a continuous process and generally speaking with enough technology you don't have to worry about running out of resources, all you have to do is meet supply and demand for your race, and it would vary on what is common and what is not to determine how fast you use the raw resources. if you fail to get enough of one raw resource then you suffer the consequences of not having that resource available to the population.
You must have a economic based buildings and a silo to sell raw resources to the black market, and is an alternative way of getting credits if you so need them. However the balancing factor of this idea is that the more of one particular resource you have, the more worthless the resource actually is on the black market.
Perhaps this could open doors to resource silos on worlds where you store the raw materials in it for future usage. It would be mandatory you meet supply and demand or else you suffer the economic consequences and every planet has a different set common resources.
I agree that this is an interesting Idea.
Something else I would like to see would be the ability to build some sort of military outpost on class 0 planets, even if there is nothing to mine. These would basically provide no income, but allow you to have additional shipyards/repair yard at the front lines; or in systems with no habitable planets.
Why not be able to mine any class planet, then you have to choose between increasing your empire's population and your empire's available resources?
Well my thinking on this would be make those higher end planets before terra-forming, sort of the main habitable worlds, and to balance around that spawn.. then the combo worlds, or mining worlds would spawn off of that..
I guess mainly a balance thing.. and to me the whole concept of the idea is to make worlds different. if every world you could mine, or colonize, it takes away flavor..
Maybe a score system would be a class 15, with a high rich mineral class 5, and a gas giant to mine.. Maybe even a terra-formable world that would add something else to the mixture.
For me, those extreme terra-forming worlds should act different than other planets. Off the top of my head something like aqua worlds more growth, heavy grav worlds, higher soildering.. (people shipped to soilder from these worlds have bonuses) Barren worlds, maybe bonus to research.. (clearer skys, better research domes..) Radio-active worlds.. slower growth, higher manufacturing, maybe, even no growth, only way to populate would be to ship people in, and a % die every week..
Basically, i'm looking for more stragic flavor in all my worlds, and not having them all just about the number of tiles i can upgrade.
Remember, the whole objective of this idea was to make class 0 planets have a secondary purpose instead of just sit there and absolutely nothing to do with the game.
Don't you find it a bit strange that they included so many class 0 planets that do not effect the game whatsoever, I find it a bit of a waste that civilizations do nothing with the resources given to them, they could hold so many treasures such as artifacts or minerals or wealth beyond imagination even if aliens cannot live in them. In GC II everybody ignored them and some of them could hold treasures beyond our imagination.
I might would accept this option if I had a choice to play the other way to. The reason I would like to make this a choice instead is because u have to take into account taxes. Would this be worth more than say intensive farming money wise. Remember that any planet that is a class 4 or less becomes a class 16 planet with all the terraforming techs. Can I change a low class mining planet over to a colony later. If I could do this I would probably do this for planets for classes of 7 or lower, but if I couldn't do this for class 7 or lower planets then I wouldn't do this for planets lower than class 4. If I could only use low class planets for mining then I think it should worth more than a planet with a population more than 20 billion; otherwise, I wouldn't want to do this to low class planets.
I like the black market option except can U name this something else. I mean as a leader of a civilization why would I not sell u valuable resources I could not use. How is this illegal. I still stand that if u have a black market it should be selling u illegal goods, and the profits wouldn't go to the feds. Unless they r the ones controlling the black market on other worlds.
I like the shipyard or research station idea to.
I'll add my vote in support. This is a solid idea, easily implemented. Perhaps there are other things a class 0 planet could do? Serve as a sensor outpost, hold a shipyard that can repair fleets? At any rate, it's silly to have them do nothing for anyone.
What does class 7 or lower planets have to do with this? The silos can be set up on any planet regardless of class. You send in a space miner to set up a network where you ship the minerals back to a class 1 or higher world and then you keep it stored and your empire constantly uses the resources you collect.
The stock market idea is optional and is there to provide a sense of a living breathing economy where resources are valued by quantity to determine the quality. There will be a empire wide panel that displays how much excess resources currently not in use and you can choose to sell X amount of that resources to the black market and the price would be set depending on the supply and demand. You can only do this if you have a economic building and a silo on a world, which means you cannot sell things on the black market with a class 1 planet, but you can store resources there.
Silos on worlds without a economic enhancing building will not be considered on the empire wide panel and is generally a waste of resources unless the planet is terraformed to a higher level planet so you can get the building to sell the resources collected from the space mining that travels back and forth between a class 0 planet and a class 1 or greater planet.
It was an idea that Jecy came up with to use the low class planets as if they were class 0 planets. What I was saying is that this may not be the best idea after u take into account farms, or after u terraform the planet. That's where that idea came from.
What if planets simply had two designations of class?
Planet Dingo IV
Class 14/8
Planet Dingo VIII
Class 3/15
First number could represent the colony class side and the second could represent the mining class side.
Would force players to carefully consider which direction to take a planet.
I was just expanding on the idea of mining is all. I used Class 7, as a the upper limit to mining worlds basically as a balance reason. I was brainstorming about how you could do different things with a mining/resource mini game. How would the worlds be different. giving choices on what to mine, how to mine.. ect. I just picked 7, as that is about average between high pop, and low pop worlds..
As it is now, you see a class 10 or 15, or 20 and get excited right? dual class 14 planets is a score.. But seeing the lower class planets are sometimes just a let down, this would be a way to make them more interesting, and perhaps mini gold mines so to speak.
Perhaps you have a class 15 heavy grav world, the system has a gas giant that you can mine Argon.. (maybe argon is a gas needed to make a certain laser) I know off topic, but if they add resources, they should be pre-reqs to build things yes? trading resources could be another level of depth to the game. And lastly the system also has a Class 5 that has high iron content, which is perfect for shipyards..
Now this system is unique, in the sense it would be a perfect system to set up a war operation. Class 5 with mining pumping out ships in the orbital shipyards/ the argon lets you build the new Death laser! and the heavy grav world, those soldiers you are sending off to concord worlds get bonuses to attacking/defense.
Also just fyi, mining worlds would be like a normal world, but the mining operations would take up tiles, and add alternative effects, slower growth perhaps, or other things that would make you decide if it is worth exploiting the resource, or not..
Or perhaps you find another system, and in this one it has a class 20 world, a gas giant that is a carbon-dioxide mine, and maybe an ice world, that has uranium. Perhaps this combo, could be perfect for a growth world, ship in the carbon-dioxide and use it to power algae farms. The uranium could give a power boost to run more algae farms, giving rise to a hyper growth world. .
Think about when you land on a planet and get one of those choice options. for good/evil choice. mining planets could be the same thing. things like Mining with low proticols, could reduce population growth. Or perhaps risky worlds, or radio-active worlds have other negitives.
the idea of mining them for me is is to make it deeper basically a simple "asteroid" mine that exist now. Add some depth, and choice to how the planetary systems are, and give enough options to make the world's/systems unique. Instead of how one system is pretty similar to the next as things are now.
that is a very interesting idea.. I likey!
after pondering this for a while, i also came up with an idea about mining, and finding things to mine..
Survey ships, to find resources you should have to have these. Having to scout more, survey planets, and take time doing this should be part of it. Verse, ohh look an asteroid, let me mine it. Give a reason to be a more science based race..
A thought:Maybe certain Class 0 planets could contain particular resource types that would be highly enticing to specific races and could provide extra influence or leverage when dealing with that race. For example, maybe a level zero planet has some type of mineral highly desired by the Drengin but no other race. This would show up in a list of tradeable commodities on your Diplomacy screen. For this type of trade good there might be a diplomacy number attached to it and this could be a modifier in any dealings with the Drengin for things like say, ending a war with them (if you provide say 10 units a turn of this commodity to them until it runs out - in which case the war is back on), to say something like providing a 100 units of this commodity if the Drengin provide you with a 100 of their dime-a-dozen Mass Driver 3 pt damage ships that they always seem to have hordes of so you can get armed up really quickly when another race starts making threatening overtures.The Drengin would not know which zero level planet you were getting this good from (unless they use civilization wide spies - i.e. the four spies you can allocate to a civilization to find out their technologies, overall characteristics, etc. over time), so they could not really invade it or take it over initially and you would be free to continue to mine it. With so many level zero planets too, the races may not want to expend the resources to invade or spy on every level 0 planet either.
Hey does that mean that only Drengin care about metallic hydrogen or water.
No, it means that only the Drengin consider Ciliated Grub Worm toenail shavings a delicacy that others don't. These uncommon and large creatures are found on small planetoids and eat solid rock and and anhydrous ammonia drippings. According to the Drengin they are quite the tasty treat. The toenail shavings also have a more practical use of being a fast-acting Torian poison neutralizer for those times when Drengin invade Torian worlds. Very handy for all those wars the Drengin get involved in, and a valuable wartime commodity.
+1
This is something i was also thinking would be good in the game. Being able to mine 0 class planets would be handy.
Post necromancer!!!
Posted by mormegil on the Steam forums.
"There will be rings and moons, and they are planned to give Bonuses. There will also be two minable planet types."
Love the idea. It really annoys to see whole star systems sitting completely unexploited and strategically worthless in every way. Hell, even a 'useless' star system would have SOMETHING parked in it by a galactic superpower if only to see it denied the enemy.
The solution, as I see it, could be twofold:
1 - Why can't a Constructor plop a Starbase/Mining Base type feature in system which feeds off every uninhabitable planet in its circle of influence? Might prove more efficient than mining each planet individually and make the starbase massively more useful if it generates resources, credits, research points or whatever (perhaps development be governed by the materials/resources in-system in the same way that you would develop a planet based on the bonus tiles it has - you might find a system rich in [color=blue]unobtanium[/color] which are great for ship hulls so you build more manufacturing/shipbuiling stuff there, or a system with quite a lot of [color=green]xenobotany incompatible with your biology[/color], so you use it for scientific research by building research stuff there).
2 - The second bit relates to Shipyards. Not sure what the policy on Founder spoilers is, so I'll not say more.
Yeh it's an old thread but doesn't seem duplicated here. Idc about steam forums
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