Colonization...

I love tha fact that the ability to colonize has been stretched further than it was in GC II.
However, I still think it happens too fast, perhaps I am just slow, especially now that the limitations on ships engines came up with the new update.

Would it be possible to create seperate Colony Ships for each type of the none auto-colonization planets, inso doing making it harder to reach those planets, as those ships can't be built until you research that tech.

TIP
8,990 views 13 replies
Reply #1 Top
There was once a game - maybe MOO2? - that had a range of colonizable types of planet _for each species_ - that is, some species preferred water worlds, radioactive, etc. and the PQ was different for each species. That would (to me) make a really interesting twist. Set some threshold value for colonization - say (just for discussion) a modified PQ=10. Initially, race X starts with a modifier to water world PQ of +20%, all others -80%. So, even some low-quality water worlds would be uninhabitable, while some paradise (e.g. class 26) worlds of other types might be marginally habitable. Colonization technologies might add PQ bonuses to certain types of worlds, or lower the colonization threshold. Mid-game, race X might be able to colonize all water worlds, radiation worlds with base PQ of 14 or better, some other type with base PQ of 12 or better, etc. A different race would find other types of worlds optimal.
Reply #2 Top
Regarding original post, I did find it a bit surprising that I could build a colony ship, park it next to a planet I didn't have the tech for yet halfway across the galaxy, and then colonize it after the tech was researched. It should be necessary to at least upgrade the colony ship to the proper tech before it can colonize.
Reply #3 Top
Donfield, thats exactly what I am referring to. It seems a bit to easy. I am also a but wary of just upgrading the ship, as the same problem remains, that you can just park your colony ship next to an uncolonized planet. Then upgrade and colonize.
If you had colony ships of each seperate special world, incapable of upgrading to from a regular colony ship, you would have a "new" colony race beyond the original one.

TIP
Reply #4 Top
So your saying you want to have a different type of colony ship per planet class?
Reply #5 Top
Yes, one for Radioactive, one for Aquatic, etc. And ofcourse, the regular one for all the planets that can be colonized without added tech.

TIP
Reply #6 Top
Maybe it could be done without making one new class for each environment type-- seems like a potential lot of code-- by making it dependent on the type of Colony Module. The existing module could be used for earthlike planets, and expanded to include other near-earth conditions, like barren and aquatic. A second Colony Module could be developed that is adaptable for the more dangerous environments. You'd still be able to run out a ship and have it park and upgrade, but it would have to carry the proper one of the two modules. It could be partially restricted by making it necessary to learn the tech to build the new second module before you could research the more hazardous environments.

This method would presume that within the game's fictional universe, the modules already have certain environmental hardware specific to their type, and then would need a 'software download' for modification instructions once the new tech is researched.
Reply #7 Top
Maybe a slider for percentage of planets being non-favorable: from none to abundant

Good ideas all. I'd like to be able to increase the % myself. A larger % if player so chooses means slower initial rush, and more emphasis on getting infrastructure and techs going.
Reply #8 Top
I am not in the DA beta but I do have a question. If you created this slider for non - favorable conditions would it give more favorable conditions to the other races?

Or do all races start the game colonizing the same type of world?
Reply #9 Top
Or do all races start the game colonizing the same type of world?


Everyone can colonize standard earth-class worlds, but some of the super-abilities include colonization techs for some special environments right off the bat.
Reply #10 Top
Everyone can colonize standard earth-class worlds, but some of the super-abilities include colonization techs for some special environments right off the bat.


So, unless your playing one of the races which has the previously mentioned super ability, you would be giving yourself a handicap by using the slider idea. Otherwise you would have a larger advantage in colonization. Not good.

Thanks Kryo.
Reply #11 Top
Before I ask for any feature I consider the following question: Will it improve the quality of the AI? If the AI quality is damaged by including this ship module for colonisation type feature I can't support its inclusion.
Reply #12 Top
Well even the Super Adapters get 2 free techs, they still have to research trade for the others..

I can see the AI knows full well how valuable it is to colonize these worlds, they do not trade them so easy at all. They also deem it important to get, because get it they do. As a player, you cannot ignore the new techs either because they will colonize those worlds if you don't.
Reply #13 Top
hum... the problem I see with all this complicated stuff you're talking about is it ain't fun!
Yes maybe it is logical, but it's not fun at all.

Solution to your problem: make research very slow!! That ougth to slow the pace.

Besides, there's already a disadvantage to building and stationing colony ships next to soon to be colonized worlds:
1- In the beginning phase, every ship built is crucial, and building colony ships inhibits you from building constructors for taking those special ressources or Miners to get those asteroid fields;
2- And you'll never know when your colony ship is going to get bypassed by some other race which pretty makes it useless...
the way I see it, both disadvantages are funner than you're proposition.