Author Topic: Colony Cost for Asteroids  (Read 2371 times)

0 Members and 1 Guest are viewing this topic.

Offline AbuDhabi (OP)

  • Sub-Lieutenant
  • ******
  • Posts: 104
  • Thanked: 2 times
Colony Cost for Asteroids
« on: October 02, 2016, 03:15:12 PM »
Are they hardwired to have a base cost of 2.0*technology? Because I've found a really big asteroid (size 2000, gravity 0.11) and put an atmosphere around it and made it properly warm - but it didn't become colony cost 0. What gives?
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Colony Cost for Asteroids
« Reply #1 on: October 02, 2016, 06:10:59 PM »
Asteroids, because their gravity is so weak, are impossible to colonize with regular infrastructure. You need to put underground infrastructure to put a colony on it. Keep in mind that you need to build it on the body you want it placed, and you are not able to ship it. Use Construction Brigades with minerals on the asteroid. And those will always act as a colony cost of 2.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 
The following users thanked this post: Tor Cha

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20349 times
Re: Colony Cost for Asteroids
« Reply #2 on: October 02, 2016, 06:16:18 PM »
In v7.1, Asteroids aren't checked for habitability on the basis they would be too small. However, there are a few (like the one you found) that could theoretically be large enough so you will be able to terraform asteroids in C# Aurora.
 
The following users thanked this post: AbuDhabi, Tor Cha