Hive Worlds
Posted: Mon Jun 15, 2020 7:21 am
Now apparently some players succeeded in creating worlds that had pre-apocalypse populations in the billions.
The way to achieve this was by creating a very earth-like planet with very high water supply. Or simplified - an agricultural planet that could self-sustain such a population.
But with intergalactic trade - this should not be a prerequisite. Just like Buenos Aires doesn't need to be self-sufficient in food production - neither would a Hive World. It just needs planets in close vicinity that supply the food.
I think it might be worthwhile to decouple the colonization generation from the planet generation a tad (or more than a tad). A planet can become a Hive World regardless of mining or agricultural resources - because it focuses on trade and services, manufacturing, science.
Of course *after* the apocalypse the local available resources regain their importance.
Additionally I like to add - obviously the game has a strong tendency towards dry planets - else one element of the game mechanics (water, ice mining etc.) loses all of its importance. But I don't think this should reduce the scenarios for planet creation that much.
Maybe the importance of water could be changed/reintroduced by clarification: A planet might be water-rich but that water might be unusable for chemical or biological toxins - or simply because of salt.
The way to achieve this was by creating a very earth-like planet with very high water supply. Or simplified - an agricultural planet that could self-sustain such a population.
But with intergalactic trade - this should not be a prerequisite. Just like Buenos Aires doesn't need to be self-sufficient in food production - neither would a Hive World. It just needs planets in close vicinity that supply the food.
I think it might be worthwhile to decouple the colonization generation from the planet generation a tad (or more than a tad). A planet can become a Hive World regardless of mining or agricultural resources - because it focuses on trade and services, manufacturing, science.
Of course *after* the apocalypse the local available resources regain their importance.
Additionally I like to add - obviously the game has a strong tendency towards dry planets - else one element of the game mechanics (water, ice mining etc.) loses all of its importance. But I don't think this should reduce the scenarios for planet creation that much.
Maybe the importance of water could be changed/reintroduced by clarification: A planet might be water-rich but that water might be unusable for chemical or biological toxins - or simply because of salt.