Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F
Soil Enricher, PlaEcon, Soil Enricher, Disable, 8, Construct $STR0, f, F
Mine, None, Mining Platform, None, 8, Construct $STR0, M, M
Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S
Forest, None, ..., Disable, 4, Plant $STR0, F, Shift+F
Road, None, Road, Disable, 1, Build $STR0, R, R
Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R
Bunker, Disable, Bunker, Disable, 5, Construct $STR0, K, K
Airbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., .
Sensor Array, None, Sensor Array, None, 4, Construct $STR0, O, O
Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F
Fungus, CentEmp, Sea Fungus, CentEmp, 6, Plant $STR0, F, Ctrl+F
Condenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, N
Echelon Mirror, EnvEcon, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+E
Thermal Borehole, IndAuto, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+B
Aquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, Q
Raise Land, EcoEng2, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]]
Lower Land, EcoEng2, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[
Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _
Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor)
One experiment I would like to try is to set the resources of unimproved ocean to 0,0,0 - nothing, inc. no food at all 'till you make a kelp farm. Of course you would still have food from the base square to start with. I wonder what a Pirate empire would turn out like under those conditions? ;)
Oh, an off-topic question that has been bugging me for a while: is there any way to harvest forest w/o building something like a farm on it?
And as a general bit of obscure info, I discovered that the minerals from harvesting forest go to the home base of the former doing it, not to the closest base as would seem logical.
Makes me think about (0,4,8) really taking your idea to its logical conclusion. No better than a regular mine on Rocky terrain, but if you want energy....
Most of the time the AI will not double/triple up the formers when constructing boreholes, so they may end up spending lots of time not doing much and then getting eaten by a mind worm or something.
It would be better to just disable boreholes from the game if you want to go that way.
But the main issue might be the exponential growth of the AI factions which would still continue anyway, but at a slightly lower speed.
For example population booming is a very broken mechanic.
Weather Paradigm doesn't double terraforming speed. It actually increases terraforming production rate by 50% which means the time required for completion is reduced by one third only.
Population booming as a strategy doesn't depend on habitation domes in any significant way. It can already become a game breaker
withwithout (?) hab complexes if one faction does it and the others don't.
Properly spaced cities with hab complexes can already max out their worked tiles after booming so habitation domes play very little role in there.
Together with crawler abuse they are probably the top 2 most broken game mechanics. It can be seen in various speed runs too.
but with ++GROWTH AI can popboom with creeche and only one: demo, or planned.
So most AIs boom at simillar stage player can.
With increasing terraforming cost you make these features super boring ( takes forever )
and useless for the player
and crippling for the AIs.
You are not taking into account exponential growth, 8 turns for mine and you are already collecting minerals, you use them to build more formers/crawlers to crawl even more minerals.
While meantime AI will build borehole for many turns, without any returns while former is eating support and there is risk it will get destroyed before it finish.
Want to nerf borehole? Change it to 4 4 from 6 6, way less powerful
and you don't cripple ai
and make it super tedious/useles for the player.
Terraforming ecodamage is non issue, just build tree farm + hybrid forest.
You don't really need food from condensers before hab domes,
With Ytzi patch I used to have 4 4 boreholes and condensers that didn't provide any extra food, only rainfall ( possible with Ytzi patch ). Now when AI can utlize them, I see no need to nerf these.
Play on standard map, buildup phase is way shorter - less tedious, more options - you can rush instead of building up,
no need to cripple AI.
Supply Transport, Supply, 0,10, 8, -1, IndAuto,
Supply Transport, Supply, 0,10, 30, -1, IndAuto,
> insist on playing on the biggest map sizes
> and the highest difficulty level
> complain about the AI growing too big
Well, some things are hard to solve. But many drastic cost/value changes will mess up the AI strategy for sure.
After a quick glance, it looks like the eco damage is calculated in function 0x4E9CB0 "base_minerals". Equalizing the eco damage between AIs/humans would probably require rewriting that function, so that's where the relevant code is. I don't see implementing that myself as any kind of priority now though.