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Brainstorm: Planet Bonuses

Brainstorm: Planet Bonuses

the current patch has brought in a new idea, search based planet bonuses. currently there are a few (and they arent bad, I like porous core!) but theres no harm in throwing together some ideas for the devs. so here are a few of my own

Heavy Metal Core (d): opposite of porous core, a bigger gravity well
Thin Atmosphere (d): resistant to being nuked, but lower populace limit
Strong Ionosphere (d): propoganda takes longer to expand near planet, decays more rapidly
Intelligent Populace (s): functions as an extra military or civilian lab
(if there are gas giants) Protostar (d): hard to detect entering/exiting gas giant's gravity well
Hydrocarbon Atmosphere (d): increase in exports, prone to nuking
Pirate Base (d): increase in trade, greater populace limit, much greater infrastructure health
Hostile Conditions (d): slightly lower populace limit
Crystal Deposits (s): slow to mine, but infinite source of crystal found within planet
Metal Deposits (s): slow to mine, but infinite source of metal found within planet.

(s) : indicates found upon search
(d) : indicates known upon discovery of planet

obviously the benefits cant be too powerful (explods upon culture switch!)
10,059 views 68 replies
Reply #51 Top
yea i got 5 on 1 planet lol and do they use up artefacts? cos if they do artefacts need increasin.
Reply #52 Top
LOL
Reply #53 Top
I think the idea to be able to individually research specific bonuses (although some should be a bonus/negative combination) is a great idea. Possibly taking different paths of research with the bonuses would also be a great addition, example:

Terran World:
Item: Psychedelic foliage
Bonus: Creative individuals allow for much greater civilian research rates
Negative: Slower building completion rates

Option 1: Destroy foliage, civilian research rates and building rates remain at default levels, temporary "happiness" or "culture" level drop
Option 2: Allow foliage use, civy research up, building time slower
Option 3: Distribute to public, great increase in civy research rate, great decrease in building rate

I know the idea is out there - but this would be a great way to really differentiate your planets. I think the multiple research option pathway for some planet bonuses would add to the "empire building" aspect of the game...
Reply #54 Top
Creative individuals allow for much greater civilian research rates

... and an increase in population growth.
Reply #55 Top
... and an increase in population growth.


HA - didn't want to go there...but...

Reply #56 Top
Hehe, a catholic world bonus where no birth control is allowed = faster population growth.
Reply #57 Top
I like the idea of negative effects having been found via exploration, but they should be rarer than the good effects, and it should be randomized of course. With this implemented you could reasonable have more discoveries pop up and make the exploration cheaper as your empire will not gain quite so much in the end.
Reply #58 Top
The problem with negative discoveries is that they will encourage letting the planet get bombed out by the enemy, then re-colonized to get rid of the penalty!
Reply #59 Top
mmm the penalty/bonus should be immune to said bombardment.
Reply #60 Top


Beat this set of bonus on a volcanic planet. (The galaxy is 5 star and this planet allow me to skip the researching long range jump.) The ironic part is that this is the planet that I first colonized at the very begin of the game.
Reply #61 Top
The ironic part is that this is the planet that I first colonized at the very begin of the game.


O.o don't you have to research the tech first? Why didn't you grab a few asteroids while you were waiting?

On top of that, you're missing a bonus. You always get both expert crystal and expert mineral miners with the kalanite deposits.

I wonder if its a display issue or the planet just already had too many bonuses to add it in...
Reply #62 Top
Damn, it would have been worth leaving your system entirely and let the AI's fight it out while you colonized an AI free system.

Oh, and planetary penalties would suck and would have to be extremely rare. Here are a few negative bonus planet ideas.

1. Research leaked that planet is ideally suited to narcotic plant life. Penalty is some kind of civil unrest/criminal income drain.

2. Underground mining/exploration disturbes a fault point = earthquakes (lowered pop/inf max)
Reply #63 Top


Oh, and planetary penalties would suck and would have to be extremely rare.


And should absolutely not be caused by research, either diminished or ignored by it.
Reply #64 Top
There is a simulation AI artifact which reduces the cost of military research. I had two power core artifact (increased 30% anti-matter regen) within the same system but the bonus doesn't seem to stack.

I've seen Entertainment Hub which increase tax and culture spread, and Expert Agrarian Society which increased trade (curiously enough stacked with Massive Pure Glaciers on a Terran Planet)
Reply #65 Top
There is a simulation AI artifact which reduces the cost of military research. I had two power core artifact (increased 30% anti-matter regen) within the same system but the bonus doesn't seem to stack.


Could you imagine how powerful a repair station would be at that planet?
Reply #66 Top
Could you imagine how powerful a repair station would be at that planet?


Actually the artifact gives empire wide bonus.
Reply #67 Top
I guess the absence of a bonus a penalty... Anyway, who would colonize a planet if it represents a drain?
Reply #68 Top

I guess the absence of a bonus a penalty... Anyway, who would colonize a planet if it represents a drain?


A penalty doesn't have to make the planet a drain, just a trade-off.