Author Topic: Orbital Habitats and Installations  (Read 2646 times)

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Offline Froggiest1982 (OP)

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Orbital Habitats and Installations
« on: July 22, 2020, 06:21:31 PM »
Hi,

I have been using Orbital Habitats for my colony efforts for a while now and despite loving the mechanic I think it should be changed a bit.

So if you build Orbital Habitats after a while the pop will start building their own infrastructures pretty much nullifying the Habitat purpose. As I understand the reason and the mechanic behind it I still think that Orbital Worlds should be limited to the Orbital Mechanic only and don't generate any infrastructure on the planet and maybe not even commerce goods.

I dont know really as this is finding me really torn, what do you think?
 
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Offline kenlon

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Re: Orbital Habitats and Installations
« Reply #1 on: July 23, 2020, 12:19:48 AM »
Orbital habs let you put population in places where the environment is too extreme for you to colonize reasonably just with infrastructure - Venus, for example.
 

Offline Jorgen_CAB

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Re: Orbital Habitats and Installations
« Reply #2 on: July 23, 2020, 04:25:07 AM »
Orbital habs let you put population in places where the environment is too extreme for you to colonize reasonably just with infrastructure - Venus, for example.

But that was not what he asked about though. The issue is that a population at Venus will build infrastructure and then eventually a stupid colony ship will get there to dispose some population that will do nothing but agriculture. You then need to spend your own colony ships to get rid of that population and around you go...

The best solution would simply be that they don't produce infrastructure at all, they live on habitats so they have no need for that type of equipment in the first place.
 
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Offline Kaiser

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Re: Orbital Habitats and Installations
« Reply #3 on: July 23, 2020, 04:57:49 AM »
Orbital habs let you put population in places where the environment is too extreme for you to colonize reasonably just with infrastructure - Venus, for example.

But that was not what he asked about though. The issue is that a population at Venus will build infrastructure and then eventually a stupid colony ship will get there to dispose some population that will do nothing but agriculture. You then need to spend your own colony ships to get rid of that population and around you go...

The best solution would simply be that they don't produce infrastructure at all, they live on habitats so they have no need for that type of equipment in the first place.

Agree, OH are intended to have some population where it is not sustainable via normal infrastructures (as the Venus), producing infrastructures is something "more" that it is not useful for the player nor for the game mechanics.
 
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Offline Garfunkel

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Re: Orbital Habitats and Installations
« Reply #4 on: July 23, 2020, 11:43:10 AM »
Agreed. Or - infrastructure produced on OH world should be flagged for export only as commercial goods and not utilized.

But there are the situations where OH is in orbit of low CC or 0 CC world for whatever reason, in which case you do want infrastructure being built and utilized locally.
 

Offline Froggiest1982 (OP)

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Re: Orbital Habitats and Installations
« Reply #5 on: July 23, 2020, 04:00:39 PM »
Orbital habs let you put population in places where the environment is too extreme for you to colonize reasonably just with infrastructure - Venus, for example.

But that was not what he asked about though. The issue is that a population at Venus will build infrastructure and then eventually a stupid colony ship will get there to dispose some population that will do nothing but agriculture. You then need to spend your own colony ships to get rid of that population and around you go...

The best solution would simply be that they don't produce infrastructure at all, they live on habitats so they have no need for that type of equipment in the first place.

correct

Offline Froggiest1982 (OP)

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Re: Orbital Habitats and Installations
« Reply #6 on: July 23, 2020, 04:03:00 PM »
Agreed. Or - infrastructure produced on OH world should be flagged for export only as commercial goods and not utilized.

But there are the situations where OH is in orbit of low CC or 0 CC world for whatever reason, in which case you do want infrastructure being built and utilized locally.

That is because it is structured that way, you could just drop some installation in first place if u want that to happen.

Offline Squigles

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Re: Orbital Habitats and Installations
« Reply #7 on: July 23, 2020, 05:33:20 PM »
I would say the game already provides enough tools for dealing with this situation. 

If you want a very small tightly controlled colony, set the military only flag.  Yes, at that point you would need to provide your own transport for new colonists, but you’re also forced to provide your own OH’s anyhow.  While you could argue that cuts it out of the trade network, at under 10m population it’s not generating a significant quantity of trade goods anyhow.

If you’re wanting a larger colony, once you reach the 10m population threshold you just set the stable or source flags to prevent the colony from taking additional population from other worlds.  At that point the innate local infrastructure production is purely a positive.  No matter what you’re using that world for you want that infrastructure built as it’s an overflow to allow the orbital population to continue breeding once it runs out of room in space.

Without that population relief valve you either have to ship in your own infrastructure, provide additional OH space that is intentionally left empty and unproductive to take on the new population before moving it out, or lose the population growth entirely.
 
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Offline Froggiest1982 (OP)

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Re: Orbital Habitats and Installations
« Reply #8 on: July 23, 2020, 05:40:46 PM »
I would say the game already provides enough tools for dealing with this situation. 

If you want a very small tightly controlled colony, set the military only flag.  Yes, at that point you would need to provide your own transport for new colonists, but you’re also forced to provide your own OH’s anyhow.  While you could argue that cuts it out of the trade network, at under 10m population it’s not generating a significant quantity of trade goods anyhow.

If you’re wanting a larger colony, once you reach the 10m population threshold you just set the stable or source flags to prevent the colony from taking additional population from other worlds.  At that point the innate local infrastructure production is purely a positive.  No matter what you’re using that world for you want that infrastructure built as it’s an overflow to allow the orbital population to continue breeding once it runs out of room in space.

Without that population relief valve you either have to ship in your own infrastructure, provide additional OH space that is intentionally left empty and unproductive to take on the new population before moving it out, or lose the population growth entirely.

Agreed, I was just questioning the mechanic to be honest with you.
 
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