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Home » news » forums » Space Empires V » Space Empires V General

Colony air logic

Sumrnot's picture
Submitted by Sumrnot on Tue, 2007-03-06 00:29. Space Empires V General

Just new to the game, but I found the logic behind planetary air very annoying. I was puzzled why my atmospher converter failed to open up new spaces on a tiny planet, until I noticed and removed the minority population from a conquered race that had snuck on to the planet before the converter had finished the job.

Any race that cannot breathe the air suffers restrictions, that's fine. But if there is a race on the planet that can breathe the air with them, the full planet should become available. Restrict the total non-atmosphere breathers to the size of a domed colony but allow the breathers to go up to the max for the planet, minus whatever the gasping population is, and open the full space for development. If they are removed or die off, revert back to a domed colony. Can this be modded or is it untouchable?

Thinking about it while I'm composing this, I wouldn't mind if the domed area took up build space on the planet, just not to the point of rendering the rest of it useless to those with decent lungs/gills/spiricles/whatever.

‹ Very disappointed Psychic Tech ›
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pikcachu20's picture

Re: Colony air logic

Submitted by pikcachu20 on Tue, 2007-03-06 16:34.

Makes sense. Or just ship their sorry alien butts somewhere else.

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Wade's picture

Re: Colony air logic

Submitted by Wade on Tue, 2007-03-06 20:22.

I agree! I'm surprised that more of us have not mentioned this concept.

-only have the non-breathers of a planet domed incurring a penalty to production. Still keep the term "Domed" for the games tradition sake: example: "10% Domed incurring _____ penalty.

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Grendel's picture

Re: Colony air logic

Submitted by Grendel on Wed, 2007-03-07 00:50.

As a Demokratik and Truly Elected President, I allways think in my population comfort...

Why not just an "auto-jettison" or "auto-scrap" population option when this kind of things happen? give that annoying alien breathers a nice tryp to the stars...

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AgentZero's picture

Re: Colony air logic

Submitted by AgentZero on Wed, 2007-03-07 03:01.

I agree. Space them dirty aliens! Or your own people. Whichever, it's cool.

Suction feet are not to be trifled with!

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Re: Colony air logic

Submitted by Mylon on Wed, 2007-03-07 13:47.

People should auto-migrate offworld. Not exactly get auto-jettisoned.

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Re: Colony air logic

Submitted by Black root on Tue, 2007-03-13 04:54.

on planet earth: if a building takes up too much space and the space is needed for something else, the people living there will get a notice that they should move because the building will have to go.

Something similar would make sense here. People should be "banished" from the planet and move. As the domed (doomed? Sticking out tongue) population decreases, the planet should gradually gain more space. The people wouldn't move unless they have somewhere to go so the speed would depend on what else planets you have and the risk that they could go to other empires, specially if you lack the room.

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Duality's picture

Re: Colony air logic

Submitted by Duality on Tue, 2007-03-13 05:44.

But that implies that you'd reach a point with a ton of facilities but no population to run them, if the population had plenty of places to move too. The idea is good though, but it could be argued that the facilities to population ratio is at an optimum value from the moment the colony is settled.

I've found so far that populations migrate to planets with their own atmosphere only so I usually end up shipping my home race off the world to let the immigrants take over Sticking out tongue Dunno if its just something in my game settings as I've never noticed aliens migrating to worlds they can't breath which, by the looks of the above posts, is what everyone else sees...

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Sumrnot's picture

Re: Colony air logic

Submitted by Sumrnot on Wed, 2007-03-14 16:10.

It would be nice to have reasons to avoid xenocide. At the moment, the easiest way to do things is to raze the planet, colonize, build an air convertor, then wait and build what you want. No need to develop troop carriers, population transport ships, or time spent figuring out which of their facilities to keep.
In addition to my gripe about air, it would be nice if having species diversity in your empire gave additional benefits like access to their technology or even some multicultural technology that is unavailable to a single species empire. Think of Foster's Humanx alliance for example.

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Re: Colony air logic

Submitted by KOKOPUFS on Wed, 2007-03-14 18:26.

President Skroob: Ah, Planet Druidia, and ten thousand years of fresh air.

Dark Helmet: [to Sandurz] The way he runs things, it won't last a hundred.

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Re: Colony air logic

Submitted by Jozsf on Wed, 2008-08-27 06:50.

.

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