Advanced Terraforming
Posted: Sun Nov 10, 2013 5:12 pm
Pandora First Contact is an already enjoyable game. Of course there is always room for improvement, but I especially found the terraforming options lacking... and no, building a road, farm or mine is no terraforming for me. Things like the already implemented change of an entire ecosphere are.
So as a big fan of Alpha Centauri's terraforming possibilities I would like to see those returning. I know that if not implemented properly terraforming is a double edged blade. If the AI cannot use it decently or at all, only human controlled factions will benefit.
Finally the engine must of course be capable to realise (and visualise) certain terrain changes.
Nevertheless, below are some ideas that the devs might deem worth considering.
All options should be available from the start but formers need considerable more time until certain technologies (one in each tier) are researched.
Improve/Worsen ecosphere (Arctic/Desert<-->Tundra/Savanna<-->Grasslands/Tropical):
Already possible and basically fine as is.
Only influences food production. Factions starting in favorable areas with special tiles next to them will not need to make use of it too soon.
Factions starting in less good spots can use it to catch up.
Build time: Medium (Short with appropriate "White Tech")
Possible AI handling: Always improve if tile is within own border. Invading forces include formers to devastate ecospheres within borders of enemy factions.
Increase/Decrease rockiness (Plains<-->Hills<-->Mountains):
Currently plains with farms and mountains with mines excel in food and mineral production. Hills are somewhat in between and offer both resources (less in any case and also depending on the ecosphere).
Factions having access to an equal amount of all terrain types are possibly fine without ever using this option. It can still be used to "min/max" or settle a nice spot blocked by a mountain.
However, if the starting location and the surrounding terrain is mostly of two or even only one type this becomes valuable.
Build time: Long (Medium with appropriate tech "Blue Tech")
Possible AI handling: Prefer plains for food and mountains for minerals. Check ratio within own border every couple of turns and order formers to change accordingly.
Raise/Lower land (Plains<-->Coast):
Currently all factions are land based and water tiles cannot be improved. Raising terrain for more producivity is a good idea... as is doing the opposite in enemy territory.
The ability to create (or destroy) land bridges also paves the way for new strategies.
If a tile ends up being completely surrounded by water it will of course not become a coast but an ocean.
Build time: Tremendous (Long with appropriate "Gold Tech")
Possible AI handling: Always raise if tile is within own border or next to it and neutral. Never raise if tile contains special water resource or is next to other factions border. Invading forces include formers to drown tiles within borders of enemy factions.
Should water based factions ever be introduced they certainly will have different view...
With terraforming there is always something to do even during peace times.
So as a big fan of Alpha Centauri's terraforming possibilities I would like to see those returning. I know that if not implemented properly terraforming is a double edged blade. If the AI cannot use it decently or at all, only human controlled factions will benefit.
Finally the engine must of course be capable to realise (and visualise) certain terrain changes.
Nevertheless, below are some ideas that the devs might deem worth considering.
All options should be available from the start but formers need considerable more time until certain technologies (one in each tier) are researched.
Improve/Worsen ecosphere (Arctic/Desert<-->Tundra/Savanna<-->Grasslands/Tropical):
Already possible and basically fine as is.
Only influences food production. Factions starting in favorable areas with special tiles next to them will not need to make use of it too soon.
Factions starting in less good spots can use it to catch up.
Build time: Medium (Short with appropriate "White Tech")
Possible AI handling: Always improve if tile is within own border. Invading forces include formers to devastate ecospheres within borders of enemy factions.
Increase/Decrease rockiness (Plains<-->Hills<-->Mountains):
Currently plains with farms and mountains with mines excel in food and mineral production. Hills are somewhat in between and offer both resources (less in any case and also depending on the ecosphere).
Factions having access to an equal amount of all terrain types are possibly fine without ever using this option. It can still be used to "min/max" or settle a nice spot blocked by a mountain.
However, if the starting location and the surrounding terrain is mostly of two or even only one type this becomes valuable.
Build time: Long (Medium with appropriate tech "Blue Tech")
Possible AI handling: Prefer plains for food and mountains for minerals. Check ratio within own border every couple of turns and order formers to change accordingly.
Raise/Lower land (Plains<-->Coast):
Currently all factions are land based and water tiles cannot be improved. Raising terrain for more producivity is a good idea... as is doing the opposite in enemy territory.
The ability to create (or destroy) land bridges also paves the way for new strategies.
If a tile ends up being completely surrounded by water it will of course not become a coast but an ocean.
Build time: Tremendous (Long with appropriate "Gold Tech")
Possible AI handling: Always raise if tile is within own border or next to it and neutral. Never raise if tile contains special water resource or is next to other factions border. Invading forces include formers to drown tiles within borders of enemy factions.
Should water based factions ever be introduced they certainly will have different view...
With terraforming there is always something to do even during peace times.