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 Passive Planetary Abilities 
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Joined: Fri Jun 25, 2010 1:16 am
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Right now, we have +50 attack (to a max of 1050) on Gas/Volcanic planets. We also have +40 and +100 cloak.

I would like to suggest another, based on the planets themselves. These would come in 3 varieties, ones which the planets are 'born with', others that can be added by NPC/mission drops and some that are either. Most of these passive abilities could only be gotten once. They could stack (Space Station, Ringed and Exotic Spring) but you couldn't have 2 of the same (ex, 2 Exotic Springs).

Born:
Friendly natives (Terra): Working with the native population, you planet can sustain more life. All population building gain a 5% boost. Additionally, you get +50 population and +25 vs invasion. When planet becomes a Gaia, these bonuses double.

Unfriendly natives (Terra): These natives feel you are taking over their planet. They make it harder for you to do anything on the planet, killing any who wander off. -50 population however they don't want other colonizers either so still +25 vs invasion. A defensive building on the planet will cause their -50 to be ignored. When planet is turned to a Gaia, they change from Unfriendly Natives to just Natives. Natives realizing you are not there to exterminate them, stop harassing your people. Population negative is removed, invasion bonus stays.

XTS-9 production (Toxic): This planet naturally produces XTS-9: +2 Mining, +25 vs invasion, -5% population, +1 XTS per day.

Self-Cryo (Icy): Your planet is so cold that you can dedicate space otherwise dedicated to refrigeration units to MORE research: +1 research per building. (Melting the planet would lose this bonus. This might make having multiple smaller buildings actually better than more efficient buildings up to a certain point, I've not done the math). Becomes Hydro-Powered when melted: +1 research (not per building).

Ring (Any): +1 to mining or research or artifacts

Extinct Colony (Any): An advanced civilization was stranded on this planet and is now all dead: +1 Artifacts (not available on Terra planets with any kind of native).

Hydro-Farming (Natural Oceanic): Your sea is bountiful: +5% population, +2 Research

Natural Fortifications (Barren): The dirt of your planet is very hard when made into cement. This allows for great fortification. +150 vs invasion, +100 defense. (Stays when converted to Sentient Planet)

NPC/Mission
Gemcano (Volcanic): By seeding the core of your planet, you are able to get the volcanoes on the world to spew unnaturally large and precious gem stones: +2 mining, -50 cloak.

Ultra-Pure (Metallic): A process is added to your planet which makes the ore refined from it ultra pure however, it is so sought after you will lose planetary size rank: +5 mining, -2 building spots

Gas-Converter (Gas Giant): Permanently changes the research of a gas giant to mineral production, leaving very sparse research. (Could be destroyed by owner. So a Research Ex Rich would become a Mining Ex Rich with very sparse research)

Space Station (Any): +5 spots added to planet, can not be used for mining/research/artifact (or artifact type) buildings, essentially a weapons/defense/cloaking platform.

Ring Optimizer (Ringed): Changes the randomly generated ring on your planet to a type of ring of your choosing.

Corrosive Substance Launcher (Toxic): +25 attack and +25 defense to a planet, max 175.

Either:
Exotic Spring (Exotic): Your planet just coughs up exotic matter that is easy for you to harness: +1 mining & 1% more exotic material on mineral collection.

Hyper-Silicon (Desert): A special type of silicon is found on your planet that the Sha'din need for their Supercomputers. They are willing to trade special research knowledge for quantities of this: +1 Research (Upon crystallization, you get Natural Hyper-Crystal, see below). NPC could drop artifact allowing you to find Hyper-Silicon if not there when planet is colonized.

Natural or Man-Made Hyper-Crystal (Crystal): A special type of crystal is found on your planet that the Sha'din need for their AI Cores. They are willing to trade special research knowledge for quantities of this: +2 Research (Natural), +1 Research (Man-Made). There is a chance (10%?) that you will get Man-Made from changing a desert planet without the hyper-silicon bonus. NPC could drop artifact to allow Man-Made Hyper-Crystal.

Moon (Any): Your planet has a moon: +15 spots added to planet, can not be used for mining/research/artifact (or artifact type) buildings, essentially a weapons/defense/cloaking platform.


Last edited by ODragon on Thu Oct 27, 2011 4:12 am, edited 2 times in total.



Thu Dec 23, 2010 1:55 pm
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Joined: Tue Jun 08, 2010 3:47 pm
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There is now also +100 passive defense. Just thought I would point that out for you.

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Thu Dec 23, 2010 1:56 pm
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+1 i like it, the only thing is why make the metallic give -2 building spots, when you can just make it a building that takes 2 space and gives +5 mining.

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Thu Dec 23, 2010 6:30 pm
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Vekno wrote:
+1 i like it, the only thing is why make the metallic give -2 building spots, when you can just make it a building that takes 2 space and gives +5 mining.

I figured because you are getting a passive +5 in minerals, all those minerals would be shuttled off world so you would actually lose planetary mass.

The whole point of passive is that they are not really taking up space on the planet. (In a couple of cases, it adds space, in this case, it reduces space slightly).

Look at it this way, if you had an extremely rich metallic planet with it, you would be getting 25 mineral an hour before you've even put your first building on it, I think the cost of 2 spaces on the planet to get this is a fair trade off. If it were a +5. size 2 mod, you would use it.


Thu Dec 23, 2010 6:40 pm
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I love it, but what happen when you convert the metallic into dyson planet?

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Thu Dec 23, 2010 7:39 pm
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ExSeaD wrote:
I love it, but what happen when you convert the metallic into dyson planet?

Stays as it is? Converts into +2 for every resource, still -2 size? Goes away?

I would say 'goes away' would be the most likely choice.


Thu Dec 23, 2010 8:36 pm
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You overlooked the +200 attack/defense inherent bonus in the new sentient planets.

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Thu Dec 23, 2010 8:39 pm
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What gives the +100 cloak?

EDIT: Never mind, saw it in another thread, the Fabrication Plant.


Thu Dec 23, 2010 8:42 pm
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Razorback wrote:
You overlooked the +200 attack/defense inherent bonus in the new sentient planets.

No, I didn't. I was only including ways to give your planets a passive ability, not ones that come with it. (I didn't include the +200 cloak of certain planet types either).

Quote:
Natural Fortifications (Barren): The dirt of your planet is very hard when made into cement. This allows for great fortification. +150 vs invasion, +100 defense. (Stays when converted to Sentient Planet)


For clarification purposes, a Sentient planet with natural fortifications would be +200 attack, +300 defense, +150 vs invasion.


Thu Dec 23, 2010 8:49 pm
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AH, ok my mistake then.

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Thu Dec 23, 2010 9:02 pm
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