Ideas: 4 (Four) Ways to Increase The Fun in the Exploration Stage

1. More variation in Planet Traits
Can it be modded: Yes


There are about 15-18 Planetary Traits including Breadbasket World and Ghost World.
We can take a Sins of a Solar Empire approach and have a large diversity of planetary traits.

Example:


1. Industrial Wasteland
“A bombarded planet that is occupied by massive ship graveyards and forgotten factories of an extinct civilization.”

Production +25%
Research + 25%
Planetary Defense: +25%
Food: - 25%
Tourism -25%

2. Subterranean Caverns
“Most of the planet has massive underground caves that make this planet easily to mine for rare minerals and provides great defense from the skies.”

Production +50%
Planetary Defense: +50%
Food: -50%

3. Prospector Mountains
“Extreme amounts of rare minerals are found in massive mountains ranges but there is very little arable land to build a civilization.”

Production +150%
Food: -50%
Growth: - 25%

4. Aphrodisiac Atmosphere
“The atmosphere is filled with an unknown pheromone that seems to accelerate the birth rate of most organic life”.
Food: +100%
Growth: +100%


2. Add an Explore Planet Feature

Can it be modded: No

Have a sensor module for scouts and survey ships that allow them to scan a planet. 
The scout or survey ship has to be less than 2 tiles from a planet.
The planet class increases the random percentage chance.
Random selection between Production, Research, Tourism, Approval,etc.
Players have to choose between equipping a sector scanner or resource scanner (give it lots of weight).


 Resource Scanner Modules:

"Has a random percentage chance to find a tiny planetary bonus when exploring a planet". [Chance = X% Bonus = +5% random bonus to colony] 

 "Has a random percentage chance to find a small planetary bonus when exploring a planet". [Chance = X% Bonus = +10% random bonus to colony]

 "Has a random percentage chance to find a medium planetary bonus when exploring a planet". [Chance = X% Bonus = +15% random bonus to colony] 

"Has a random percentage chance to find a large planetary bonus when exploring a planet". [Chance = X% Bonus = +25% random bonus to colony]  

 "Has a random percentage chance to find a huge planetary bonus when exploring a planet". [Chance = X% Bonus = +50% random bonus to colony]   


3. Add Planetary Precursors 
Can it be modded:No
 
Basically overpowered trade planetary tiles like Geothermal Springs or Snuggler Colony that you cannot trade from the Precursor Era. Similar to the +300% and +700% Bonus Tiles from Galciv 2. 

In Gal Civ 3 terms:
Rare: they add +5 to tile, and +5 to surrounding tiles. (5% chance)
Super Rare: +7 to tile, and +7 to surrounding tiles. (1% chance)

Make the tile glow blue for Rare, and glow gold for Super Rare. 

Developer needs to add a %modifier in PlanetFeatureDefs.xml to get it to work.
 

4. Missions
Have a mission screen that allows you to accept high value missions from the United Planets .
You have to explore the galaxy and bounty hunter a pirate admiral, colonize a specific planet, or build a trade station in a Star System.

The first missions can be about Exploration and Colonization.

Example: Exploration
Find the location of the Sol System 
Intelligence: Estimated to be located 50 sectors from your homeworld.
Reward: 250 Credits.

Example: Colonize
Find and colonize a Lush Planet in the Sol System.
Intelligence: Estimated to be located 50 sectors from your homeworld.
Reward: 5 Benevolent Points or 1500 Credits.

Example: Law Enforcement
Destroy the capital ship Jolly Roger located at the Sol System Starbase.
Intelligence: 1500/ 1500 HP Weapons: ??? 
Reward: 500 Credits.
 
Example: Trader
Build a starbase with a Trade Station in the distant Sol System.
Reward: 5 Pragmatic Points or 1500 Credits

 Example: Builder
Build a prototype antimatter missile warship with at least 24 Missile Offensive Strength.
Reward: 5 Malevolent Points or 1500 Credits.


16,930 views 2 replies
Reply #1 Top

Lots of good ideas in your post. I'll just add my own current exploration-related pet-peeve:

5) Get rid of over-powered sensor stacking that trivializes the exploration phase (e.g. the so-called sensor barges that have been discussed at length elsewhere) and furthermore renders the starbase sensor line redundant / cost-ineffective. Why explore at all when you can build your custom Eye of Sauron ship and see half the map? Maybe limit it to 2-3 sensor modules per ship max? Or introduce some sort of diminishing returns for each additional sensor module you include in a design?

Reply #2 Top

I'm thinking the best way to solve the sensor issue is to make the weight of each sensor bigger like in Distant Worlds Universe.

Anyways,  More variation in Planet Traits is easy to mod for, we can copy inspiration from the Sins Plus mod from Sins of a Solar Empire. If I want to mod it I would like a random ability chance of it appearing on planets. The good news is that the data/Schema folder has the .xsd files to find out what exactly you can do in editing the xml files.