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July 14th, 2003, 10:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Mining mounts and making resources different
Assuming you allow them to deplete asteroid values, of course. It makes no sense that they deplete the values. Building mining facilities on a planet does not decrease the planet's value, even though you can easily mine many times the amount of resources from facilities as you can from remote mining. Also, keep in mind that building a planet from the asteroids does nothing to the asteroid value, so the asteroid fields have to have the same amount of resources in them as the planets do. Why does a much slower rate of extraction (remote mining) deplete values, but the fast one does not?
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July 14th, 2003, 11:22 PM
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Corporal
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Join Date: Apr 2003
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Re: Mining mounts and making resources different
I'm not sure where rads would come from. Organics are definitely grown based on solar, and minerals definitely asteroid based for best results.
Since remote miners deplete values, I would make them take alot more minerals than anything planetary.
I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.
Rads could either be thought of literally as uranium or such, or as energy forms. I like the idea of using Rads as stored energy.
So a solar Rads generator could work alongside with the solar Orgs generator.
In any case, I think most basic ships should cost most organics, so that the maintenance will be predominantly that.
High tech energy weapons could be rads like they are now, and projectile weaponry could be mostly minerals.
I want to emphasize organics for most mundane stuff. Manned spaceflight is much more expensive partially because of all the food and such needed, so the costs of most ships should reflect that. If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
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July 14th, 2003, 11:39 PM
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Shrapnel Fanatic
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Re: Mining mounts and making resources different
Quote:
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I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.
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It does not use up any planet value at all. It makes resources totally separate from any planetary value issues.
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July 15th, 2003, 02:58 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Mining mounts and making resources different
neither is it affected by the planetary value or racial bonuses -- right?
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July 15th, 2003, 04:55 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Mining mounts and making resources different
Quote:
Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
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Actually you can but, well, this is going to be complicated.- Space Yards build with only Minerals
- Space Yards build hollow husks of ships and put them in orbit
- Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units.
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July 15th, 2003, 06:09 AM
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Private
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Join Date: May 2003
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Re: Mining mounts and making resources different
Quote:
Originally posted by Loser:
quote: Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
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Actually you can but, well, this is going to be complicated.- Space Yards build hollow husks of ships and put them in orbit
- Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units. This shouldn't be a problem for units because:
1. Units don't take maintainence to begin with
2. Planets can inherently build with 2000 organics. More if you mod it.
I agree that rads should be solar generated. Not too sure about organics, though. They depend greatly on the fertility of the land, and are therefore subject to it's organic value. What if you give them both solar generation and normal? Will the planet value affect it then, or, at least, the amount generated normally?
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July 15th, 2003, 11:52 AM
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Corporal
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Join Date: Apr 2003
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Re: Mining mounts and making resources different
If Organics are normal then planetary conditions would matter primarily for them.
Then you have remote mining for minerals
Planetary standard mining for organics (so based on soil conditions and such built into the Organics %)
And solar gathering for rads(energy)
That could work.
Then, this way, an empire uses exclusively energy weapons would go extremely heavy on rads.
Whereas someone using lots of missiles and particle cannons would go heavy on minerals.
Maybe Organic racial trait should get an extra way to harvest organics then.
It would also be neat to have racial traits for each resouce.
Minerals experts and Rads experts.
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