Terraforming should be more tech dependant as well, and faction dependent.
So if Earth has been ravaged by centuries of war it's surface is probably poorly developed, with low producing farms, damaging strip mines, wasteland and some forest near the poles. The aliens and Centurai's should have automatic terraforming technology, with say the ability to build:
Farms, Mines
Humans can't terraform at the start, but already have some existing terraforming.
Condensor's would come with a tech like "Weather Control", or when the WP SP is built.
With Industrial Automation all mines could produce +1 Minerals, "natives" get this bonus automatically from the greater local workforce. Crawlers could suffer a -1 Penalty in the resource collected, or have an energy upkeep (or both).
Borehole's come with something like Advanced Industrial Automation. Also at about the same tech small space elevators could be built.
Various Fungal, forest, kelp strains should come with techs like "Centurai Ecology" (actually have this technology - what was learn't on AC could help on Earth), Ecological Engineering, plant genetics, gene splicing, Adv Ecological Engineering etc.
Having several types of forest/fungus could be interesting. For example one type might produce lots of food and improve the soil under it. Another type is high mineral, thrives in pollution and spreads like crazy. So much that it starts overrunning other varieties. A weed variety with low production which acts like a barrier to enemy incursions, and incurs no defense bonus. Also offensive terraforming - devestation weed, which spreads fast, destroys other terrain improvments and leaves wasteland when cleared. Other varities can mutate into it from excessive pollution.
So if Earth has been ravaged by centuries of war it's surface is probably poorly developed, with low producing farms, damaging strip mines, wasteland and some forest near the poles. The aliens and Centurai's should have automatic terraforming technology, with say the ability to build:
Farms, Mines
Humans can't terraform at the start, but already have some existing terraforming.
Condensor's would come with a tech like "Weather Control", or when the WP SP is built.
With Industrial Automation all mines could produce +1 Minerals, "natives" get this bonus automatically from the greater local workforce. Crawlers could suffer a -1 Penalty in the resource collected, or have an energy upkeep (or both).
Borehole's come with something like Advanced Industrial Automation. Also at about the same tech small space elevators could be built.
Various Fungal, forest, kelp strains should come with techs like "Centurai Ecology" (actually have this technology - what was learn't on AC could help on Earth), Ecological Engineering, plant genetics, gene splicing, Adv Ecological Engineering etc.
Having several types of forest/fungus could be interesting. For example one type might produce lots of food and improve the soil under it. Another type is high mineral, thrives in pollution and spreads like crazy. So much that it starts overrunning other varieties. A weed variety with low production which acts like a barrier to enemy incursions, and incurs no defense bonus. Also offensive terraforming - devestation weed, which spreads fast, destroys other terrain improvments and leaves wasteland when cleared. Other varities can mutate into it from excessive pollution.
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