| kilanuman | |||
| Hi! When will the infrastructure update be finished? I think we are many out here who wish to start developing/destroying planetary infrastructures. Cheers, Peter | |||
| David Bethel | |||
| A while yet, i don't give dates as i have no power over exactly what i get to do work wise.... its in the works which is currently [1] Combat update [2] Political Update [3] Order editor update/side step [4] Inferstructure All all the while bugs | |||
| Andy | |||
| You can do it now - but naturally I'm not going to tell you how ;o) | |||
| kilanuman | |||
| You don't need to since I know how. | |||
| finalstryke | |||
| so what's this infrastructure thing all about? | |||
| Romanov | |||
| Basically you can improve the planet trade values by selling lifeforms and infrastructure (ie modules, shuttles etc). At conversion 1k colonists gave about 2MUs of trade (if no other sentient lifeforms per present) So deliver 10k colonists to a world and see a trade improvement of 20 MUs of trade items. Nic | |||
| finalstryke | |||
| ok, this sounds interesting - I assume there will be maximum limits based on available resources and stuff? | |||
| Mica Goldstone | |||
There is actually quite a lot to it. We will be changing Life Items into Infrastructure and then subdividing this into a number of categories. These will cover everything from life, through to urbanisation, agriculture, communications etc. Each aspect has an effect on the planet, from changing sectors into urban/cultivated through to changing the values for merchandising, demands and population. There are limits, but these are imposed by the boundaries of the planet. So the population demand is based on the terrains present on the world while the trade goods demand is based on the population. Along with infrastructure comes plagues and diseases. Some worlds have background diseases (Falconia) and simply visiting it has a chance of picking something up. Other planets, especially those with large mixed populations may produce diseases. Diseases have incubation and death factors. Some will rapidly spread while others will burn themselves out very fast. Some are deadly while other are just annoying. Diseases are designed to effect different targets. There are biological ones, electronic ones and lithic ones. There are even ones adapted to specific life forms as well as ineffective against specific life forms. To combat this though, there are also drugs. There are many types of drugs, some being generic, others being specialised while many are no use whatsoever except to get the population of its face. These have various addiction ratings and from there things can get sticky. All in all, there are a few mechanics but with far reaching implications. Personally speaking, I find the dynamics thing quite boggling. | |||
| nortonweb | |||
| Hi Is there going to be any further formal documentation on this as it all seems quite 'Advanced'!!! Pete | |||
| Mica Goldstone | |||
| Yes, there will be documentation. |