evirus evirus

star creation

star creation

means what it said

my one wish is for some form of creating a star through research and construction.....i was dissappointed in the first game when i couldnt create a star after researching star creation, as for how it would work my guess would be like this.....

after researching aproprite fields the creator will come in the form of a star base module(much like terror star's)
~the first modules would be for the ability to create the star itself, maybe multiple modules needed like terror star construction
~secoundary modules would determine the ammount of planets created in the process...
~third level module would effect the overall quality range of the planet(for balance issues this should be the most expensive)

but without the tird module there should still be a chance of makeing a useable planet(lowest useable level ie PQ 15)
also there should be like a cool down and refuel cost to creating a star... obviously the star maker would have to move to where it wants the star, creates the star, uses its fuel stored for the process and must return to a fuel source(planet, star, star base, resource. anything realy) fueling takes a few turns based on where your getting resources from(like from a planet the star maker would leach off of the military and social resources it recieves, like say 20% of the planets income of those resources, the more the planet has the faster the star maker would refuel) then the star maker must wait for the cool down time so no matter what theres a time cost to star creation... the star thats being created could be left alone and incubates for a few turns untell it actual starts forming and planets start forming around it...

so whats the use.... lets say your playing on a map with vary little stars, or you need some stars as way stations so your ships will travel further and stay in "range of resupply"

anyway thoughts? additions? comments?
28,345 views 40 replies
Reply #26 Top
a star, and a Dyson sphere by filling it in. Of course that's a lot of star bases...
Reply #27 Top
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Reply #28 Top
veteran star pilot.... are you suggesting randomly placed ice worlds that you must bring into orbit of a star inorder for them to become useful? sounds like a good idea
Reply #29 Top
ie, GalCiv 1) with the sense of achievement and reward I think being able to alter the face of a galaxy would bring about.
Reply #30 Top
it? It is all good.
Reply #31 Top
What sense would it make a star with no planets? We don''t live on the sun you know
Reply #32 Top
I like the idea of space colonies, maybe having a maximum of modules allowed to be built on it. Each module able to hold a unit of population, and acts as 1 sector. Different modules act as one game,but in theory could be separate bases acting as a single colony. Maybe they act separately in defense too. (as in they add multiple bases to the fleet in that sector) The drawbacks that could be placed on them as opposed to planets are that natural resources, while native to planets, must be shipped in on trade ships and supply vessels to a space colony, making maintainance costs much higher. Food should also be more difficult to produce on a space colony. (Most are too far from a star to have adequate natural lighting for vegetation, and artificial lighting would be a drain on resources) However, ship construction in a 0G environment would be ideal, so that would have a considerable bonus. Plus 0G research would be easier to find in space than in orbit, after all, orbits around planets eventually decay if not maintained, and a space colony would have a resident population that doesn't need to be transported to orbit for work.

Basic space colonies could be a low level tech, which includes habitation, manufacturing, and research modules at maybe 75% efficiency and quadruple maintanance. Later improvements could eventually improve them to maybe around 150% efficiency with a slightly decreased maintainance, maybe to about double maintainance. They should never approach the maintainance levels of a normal planet, the rules of economics in resource scarcity dictates that. A good ways up, you could add artificial gravity to habitation modules, and even agricultural modules at low efficiency. Also, a space colony could start with room for 2 modules, a habitation module, and 1 of your choice, while later on higher techs allow for maybe 2 or 3 more modules added. At that point you could consider them expensive planets wherever you need them.

Practical uses would be research outposts that are difficult to be discovered. (Since it's artificially created, less real estate is needed, and will be nowhere comparable to the size of a planet, maybe the largest would be a small moon) Fronts lines supply/refit base. Frontier war machines. Later on they could bring revenue once they become less expensive. Finally, populations shouldn't grow too quickly on starbases as people aboard will feel less "free." Therefore they could be used as a place to move extra population on overpopulated planets.

As for Dyson Spheres or Ringworlds, those would be the analog of creating a new planet. A Dyson Sphere would not "need" to be build around a star however, just around a light and heat source. It could be artificially generated. Also the edges where the "gravity" is weakest (remember, unless you have a way of generating gravity, artificial gravity must be generated by spinning a ringworld or Dyson Sphere around the center) you could have production and research centers, while the center would be good for agriculture. A ringworld on the otherhand is taylor made for habitation and agriculture, but not very well for production or research, as you don't have easy access to 0G zones like in a Dyson Sphere. I think that even a ringworld could be build on a smaller scale with an artificial light and heat source. Of course not using an actual star would add a new expense to the maintainance costs for the constructs.
Reply #33 Top
Like evirus says, I was also disappointed when I could not create stars. I read the replies above, and I understand the merits of each side, so having said that, here goes:

Personally, if a tech suggests a level of "power" that is not implemented in the game, it feels as if something was left out... I don't mind the tech being included, as long as it states that it is only theory, with no practical application available/possible. But that is just me...

On a side note... and this probably changes the theme of the game, but I have yet to play a game where, after researching to near-god-like levels of technologies, I cannot seem to play the game in a "sim city" or "sandbox" mode, where I can make and reshape the galaxy at will (ex. add or destroy stars, planets, or as in MOO2's case, "fling entire systems into other entire systems"). For example, to invoke a revered scifi series, Babylon 5, the Vorlons and Shadows had such levels of tech, and from their perspective, the "name of the game" was to persuade the "minor", "less developed" races to chose certain paths in their evolution on their way to becoming a "major" race. I know, in a game like GalCiv, the focus is on conquest in some shape or form, where once everything is researched and explored, nothing except that is leftt.... what if the focus then changes to something like the above and becoming the "mythical saintly ancient race" or the proverbial "evil race that was vanquished eons ago"? These "rewards", along with others, could be randomized to add flavor to the game. I dunno if that is possible here, but it would extend the length of a game beyond its current constraints....

Just food for thought... comments anyone?
Reply #34 Top
Well, from a product point of view, if someone wants to play SimGalaxy, they probably don't want to spend a full day to upward of a full week (largest map sizes) just to "unlock" that mode of play. Think about it. If you want to play SimGalaxy, you'd rather start up SimGalaxy and get into the fun of that sandbox. So, due to that behavior, from a product maker's point of view (ie, Star Dock), it is better to make 2 seperate games. This allows for minimizing their costs (they don't have to put SimGalaxy into GalCiv), cuts down on the gripes from customers (customers can play what they are in the mood for), and allows for parallel or independant development. ie, Star Dock can work on GalCiv and/or SimGalaxy without impacting the other, whenver they choose.

And just so you know, Will Wright's next game, "Spore", will allow you to play SimGalaxy. And SimWorld. And SimCity. And SimAnt. And SimAmeoba. And SimVirus. All in the same game.
Reply #35 Top
Oh... and there have been "interlocking" games and game systems. Amiga had a starship combat system that launched a TBS tactical game called Breach 2 whenever you tried boarding... or whenever you tried taking over the world. And a published Star Trek game would launch "Empire" on both the Atari and IBM platforms, so long ago. If you had both games installed.

Sid Meier himself stated that he wanted Civilization to launch SMAC (Sid Meier's Alpha Centauri) when you won the spaceship victory in the then still in planning Civ3. He had stated that SMAC 2 would then launch his final TBS galactic conquest game when you won a particular victory in SMAC 2. Firaxis eventually changed their mind (and have yet to make SMAC 2 or Sid's galaxy conquest game), but it was envisioned.
Reply #36 Top
Are you guys talking about launching stars into space like Madonna and Vin Diesel? If so I second that motion (the hurling motion of sending them through the atmosphere).
Reply #37 Top
I have 2 ideas for planetary construction: 1)A Constructor-like Ship with special Planet bulider modules installed(Which cost a lot and require High-tech to back up) 2) A starbase can eventually be turned into a "Planet" of some sort and can be Upgraded until it reaches true Planet class (a proccess both Super Expensive and takes a long time to make maybe 4 game years?) 1 would work like this using those modules it can suck up Non-important matter and according to the overall Quality and ammount of matter of the Colected mass the ship then can be placed somewhere then deploy (then explode in the process To make sure noone is gonna do it again) it into a planet-like skelton eventually It will turn into a real planet once again According to the matter originally colected. for 2 (and yes i don't care for punctuation) A basic starbase would be made then using research Planet modules would be installed Into the starbase and over time it will expand and take on Planet like quailties however once again Artifical planet creation is Extremly difficult and can severly unbalance the game so measures must be taken to make sure the game is turned around (still all races can eventually do this so it becomes fair Just not fun)
Reply #38 Top
Well, one way in which this could be possible, that im not sure if anyone here has thought of, (Unless they've read the saga of the seven suns)

What about Gas Giants? most of them are made of Hydrogen/Helium, which is basically the fuel in which star's need.

Though the only way i can think to implement this. is to have Gas giants that have moons, and those Moons then become like mini planets. or perhaps it could raise the PQ of all Ice planets in the system.

Im not too fond of planet creation, as it tips the balance too much, and the chance of the AI using it effectively is quite a lot of work for the Dev team.
Reply #39 Top
Another idea, might be to have stars which have a finit life time. that you have either re-ignite. or in the case of a weapon extinguish......

perhaps this could damage/destroy closely orbiting planets and perhaps shift the pq of other planets in the system, either good or badly......

it would add a bit more strategy to the game, because you'd need to make sure your enemies cant get near the star. as well as the fact that more than 1 empire can inhabit a star system, so you could for instance extingiush the star, because you were losing control of the planets in the system
Reply #40 Top
Making Artifical planets and such is Difficult but in reality it is possible to do such i belive that this power is not really that important nor Star Creation Both would change the Balance of the game and would make it hard for it too be programed i wish people would comeo out with a computer with Real AI that can improve itself so it can make better games and program itself to do better... so this task would be simpler But if the Devs can't do it they don't need too but this feature could really boost sales....... i understand such work is hard to programed it was hard to make a modern turn-based stragety for galciv1 and look at it its a famous game everyone loves it and it boosted the welfare of the company AND IT DIDN"T HAV THE STAR CREATION POWER (although it had the tech) AND ALSO IT DIDN"T HAVE CUSTOMIBILTY now it does besides star creation as of this point take it one step at a time maybe galciv3 will have it? once everything has been mastered... i wonder if Stardock will be Removed... Like Elixr studios which shutdown and was a major independent games producer ES produced many good games like republic the revolution and Evil Genius they thought that they would make a second Evil Genius but they shutdown before it could be done... and threw out the ideas for the second Evil Genius is the same case for galciv Stardock is lucky REAL LUCKY IT STILL EXISTS stardock was founded to pay for Brad's College tution now its for his life... its original purpose has ended... it could be taken out at any time......... sorry i write so long i just get so into things.............