Messed around with photoshop today. I opened up one of the terran planets and deleted most of the land. Then I took a picture of Manhattan and made it yellow. Then I made that into a pattern and put it underneath the Terran planet skin without the land. Then I added some overlays to darken the color a bit and this is the forgeworld I made when just messing around.
Anything with my hometown in it is all right with me . I like it, cities on stilts are expensive, even for the administratum. If you left some places desertish and increased the landmass a good bit it'd make a good armageddon style hive world.
Would Death worlds be harder to capture from an enemy since the landing troops (if you are still doing that instead of planet bombardments like in vanilla Sins) would have to fend off the enemy and the planet both?
EXACTLY! Right now, instead of health there's garrison strength, but it also includes stuff like the harshness of the environment, the fortifications (especially bastion worlds) and so on.
If you keep the landing troops idea for taking a planet, will it cost the capital ships antimatter or something? I mean, the Imperial Guard may be inexhaustable, but the amount of soldiers on a given ship isn't. Regardless, landing craft instead of torpedoes is wicked cool.
Two for two (pretty much). You're good at this . What I am (hopefully) going to do is have battleships able to bombard a planet, which mostly just causes wanton population destruction because it isn't focused on enemy troops all that well. This means that capitol ships are fully capable of a raid on their own, but can't really take out a planet in any reasonable span of time. However, because they're using their onboard weapons, they can keep it up indefinitely. Transports are a whole other kettle of fish. They don't regenerate antimatter (don't worry, they also don't lose it in jumps). Instead, they rely on orbital troop training facilities to refill them as new regiments are raised. However, transports are great at taking over planets quickly. Their need to refill with a limited resource and the supremely weak underbelly they present to the enemy means that they encourage a conservative, measured attack so that a fleet defeat can be overcome by sniping transports while you rebuild with the planets you have left, rather than getting hammered relentlessly until you lose. This is going to be a long game to play though, I may tweak it to make it play a bit shorter, but I like this.
anyway some of the desert/ice worlds fit into the other catagories both of those 2 i'm prety sure can be considered death worlds because neither of them can you go out on the surface without protective gear
That was my idea. Planet types are going to follow 40k style usefullness classification rather than sins geological classification.
PS: For my money, primitive worlds are any without organized resource exploitation, pretty much up till the industrial revolution here.