Planet Specials

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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LienRag
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Planet Specials

#1 Post by LienRag »

There's 148 pages of results for the keyword "Specials" so I may be creating a redundant thread as I haven't read more than four of them, please point it to me if that's the case.

Anyway, after Ovarwa's very interesting ideas, here are a few more (not all of them necessarily original):
- Asteroid Fungus: Organic Hulls with fuel regeneration would be able to metabolize it and refuel at a rate of 1/turn as long as no enemy ship are in the system
- Methane Pockets (on Tundras): all ships are refueled if there are no enemy ships in the system (a way to make permanent refueling tankers as they are very enjoyable in the scouting phase of games)
- Some sort of Resonant Moon that would give a stealth bonus to the defender, not necessiting to own the planet (it could benefit space monsters too, making exploration of them a risky decision at the beginning of the game). Or maybe just reworking Resonant Moon so it works like that?
- Influence upkeep reduction
- Influence production bonus
- Accidented landscape: gives a defense bonus when on Protection focus (and maybe even allows for "Stealth" focus that adds stealth both to the planet itself and allied fleet in the system?)
- Magnificent landscapes: Stability bonus tied to unused Infrastructure
- Equatorial Mount Olympus: +2 supply bonus with a Space Elevator (for a total of +5 then)
- Equatorial Canyons Structure +2 supply bonus when on Logistics focus (for a total of +5 then) - geographically incompatible with Equatorial Mount Olympus
- Production bonus with a stability malus
- Research bonus with a stability malus

For memory, here are Ovarwa's:
ovarwa wrote: Sun Nov 04, 2018 5:55 am Sure. None of these are epic, and all perhaps underwhelming deliberately, since the idea is that there should be lots of these, and that finding something unguarded early in the game should not be a problem at all:

A one-time bonus of rp or pp when an outpost is established.
A specific technology becomes available for a discount once an outpost is established and its requisites have been learned.
+1/turn bonus to rp or pp for a colony, regardless of focus.
A specific structure of which enough remains to be useful once an outpost is established and the structure's tech prerequisites have been researched. (So advanced stuff is not available too early.)
The wreckage of a ship that is repaired and ready for use when an outpost is established and the ship's tech requisites have been researched. (As above.)
Population growth on this planet is greatly accelerated.
Pre-existing planetary defenses.
Planetary defenses rejuvenate faster.
+1 supply at this world.
Ships repair a bit faster here, cumulative with other effects.
An outpost in this asteroid belt makes it especially good for hiding fighters, allowing its owner to have pre-launched them before any combat that occurs in this system, so they are ready on Round 1 rather than Round 2.
An outpost here provides a small shield benefit to your ships in this system.
...penalty to enemy ships in this system.
... bonus (or penalty) to all ships in this system.
A colony on this planet can draw from the stockpile at an accelerated rate.
+1 growth special (for your type) that does not require a growth focus.
If you have an outpost here, your ships starting a turn within 50uu have a speed bonus.
If you have an outpost here, enemy ships starting a turn within 50uu have a speed penalty.
Detection range from an outpost here is increased.

Reasons for and names of any of these are a matter of aesthetics.
I don't know if that would be "Planet Specials" per se, but what about making Ancient Ruins deliver non-renewable stocks of specific ship parts? Like a certain number of a specific armor plate (either stronger or that gives a stealth bonus), stackable engine boost parts, exotic weapons, specific hulls...
As long as the stock is not exhausted, any shipyard connected by supply could use these parts (putting them in the queue would lower the stock, deleting the ship from the queue before completion would refill the stock, as would scraping the ship in supply-connected space; if the Ancient Ruins planet is lost before ship completion, the ship is not completed and will be completable only if supply is restored to similar parts).

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LienRag
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Re: Planet Specials

#2 Post by LienRag »

As I wrote elsewhere, I really like the Kraken in the Ice special, as it is powerful but has to be used with care as it's definitely not invulnerable (especially against fighters).

In a similar way, there could be a similar Special: Snowflake Egg.
It would produce a regular Small Snowflake when a non-armed ship from an Empire with Domesticated Mega-Fauna would enter its system, and then disappear (or become "Snowflake egg: hatched" with no effect).

Small Snowflakes are interesting to play and not overpowered imho as even when they mature, they get more powerful but never enough to not care about enemy forces.

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LienRag
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Re: Planet Specials

#3 Post by LienRag »

Here's a few of those I made myself :

Beautiful Landscapes : Influence flat bonus, whatever the focus.

Code: Select all

Special
    name = "BEAUTIFUL_LANDSCAPE_SPECIAL"
    description = "BEAUTIFUL_LANDSCAPE_SPECIAL_DESC"
    stealth = 0
    spawnrate = 1.0
    spawnlimit = 9999
    location = And [
        Planet
        Not Capital
        Not Planet type = [Asteroids GasGiant]
    ]
    effectsgroups =
        EffectsGroup
            scope = Source
            activation = Not Population high = 0
//            priority = [[LATE_PRIORITY]]
            effects = [
                SetTargetInfluence value = Value + 2

            ]
    graphic = "icons/specials_huge/beautiful_landscape.png"

#include "/scripting/common/priorities.macros"




Thoughtspore : Influence bonus based on population, works only if the planet is set to Influence (designed when Influence production was a flat +3, it's maybe less relevant now) :

Code: Select all

Special
    name = "BEAUTIFUL_LANDSCAPE_SPECIAL"
    description = "BEAUTIFUL_LANDSCAPE_SPECIAL_DESC"
    stealth = 0
    spawnrate = 1.0
    spawnlimit = 9999
    location = And [
        Planet
        Not Capital
        Not Planet type = [Asteroids GasGiant]
    ]
    effectsgroups =
        EffectsGroup
            scope = Source
            activation = Not Population high = 0
//            priority = [[LATE_PRIORITY]]
            effects = [
                SetTargetInfluence value = Value + 2

            ]
    graphic = "icons/specials_huge/beautiful_landscape.png"

#include "/scripting/common/priorities.macros"


Arrakis Wheat : gives small population bonus to Organic Species on the planet itself. Also, if set to Influence, gives a per-population bonus to Influence-focused planets occupied by Telepathic Species.

Maybe should be renamed to Space Cake if Arrakis is copyrighted ?

Also designed when the Influence Production was not population-related.

Maybe a bit too powerful for Telepathic species, though since they have been somewhat nerfed (Triple cost for Psionics and change of mechanism for Deep Thought Computing) maybe it's not that much of a problem ?
Note that it's half the bonus given to Artistic Species with Artisan Workshops...

Also, it brings quite interesting strategies, as an Empire relying too much on it for Influence Production would be vulnerable to sudden disruption of the supply of Arrakis Wheat, being put quickly into Influence deficit.

Code: Select all

Special
    name = "ARRAKIWHEAT_SPECIAL"
    description = "ARRAKIWHEAT_SPECIAL_DESC"
    stealth = 0
    spawnrate = 5.0
    spawnlimit = 5
    location = And [
        Planet
        Not Planet type = [Asteroids GasGiant]
        Not ContainedBy And [
            System 
            Contains Capital
        ]
        Not WithinStarlaneJumps jumps = 2 condition = And [
            System
            Contains And [
                Planet
                OwnedBy affiliation = AnyEmpire
            ]
        ]
    ]
    effectsgroups = [
        EffectsGroup
            scope = And [
                Planet
                OwnedBy empire = Source.Owner
		Focus type = "FOCUS_INFLUENCE"
		HasTag name = "TELEPATHIC"
                ResourceSupplyConnected empire = Source.Owner condition = Source
            ]
            activation = Focus type = "FOCUS_GROWTH"
                
            stackinggroup = "ARRAKIWHEAT_STACK"
         
            effects = SetTargetInfluence value = Value + Target.Population * 0.1 

        

	EffectsGroup
            description = "GROWTH_SPECIAL_POPULATION_ORGANIC_INCREASE"
            scope = And [
                Source
                HasTag name = "ORGANIC"
            ]
            stackinggroup = "ARRAKIWHEAT_STACK"
            priority = [[TARGET_POPULATION_AFTER_SCALING_PRIORITY]]
            effects = SetTargetPopulation value = Value + 1 * Target.HabitableSize  // Provides the bonus locally, no matter the focus
        [[CHANCE_OF_GUARD_2]]
    ]
    graphic = "icons/specials_huge/arrakiswheat.png"

#include "monster_guard.macros"

#include "/scripting/common/base_prod.macros"

#include "/scripting/common/priorities.macros"
It needs adding the Special to the list of things that allow the Growth focus in the focus.macro :

Code: Select all

HasSpecial name = "ARRAKIWHEAT_SPECIAL"


Equatorial Mount Olympus : big Supply bonus when a Space Elevator is built on the planet.
In my test games it never was that important (since when Space Elevators appear in the game, Supply is usually not a real problem anymore) but in Multi-player and with the new Influence mechanisms that limit number of planets, that can be interesting.

Code: Select all

Special
    name = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL"
    description = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL_DESC"
    stealth = 0
    spawnrate = 1.0
    spawnlimit = 9999
    location = And [
        Planet
        Not Capital
        Not Planet type = [Asteroids GasGiant]
        Not HasSpecial name = "EQUATORIAL_CANYON_SPECIAL"
    ]
    effectsgroups =
        EffectsGroup
            scope = Source
            activation = And [
              Not Population high = 0
              Contains Building name = "BLD_SPACE_ELEVATOR"
              ]
           // priority = [[LATE_PRIORITY]]
            effects = SetMaxSupply value = Value + 3
            
    graphic = "icons/specials_huge/MountOlympus.png"

#include "/scripting/common/priorities.macros"


Equatorial Canyons : Big Supply bonus when on Logistics focus.

Code: Select all

Special
    name = "EQUATORIAL_CANYON_SPECIAL"
    description = "EQUATORIAL_CANYON_SPECIAL_DESC"
    stealth = 0
    spawnrate = 1.0
    spawnlimit = 9999
    location = And [
        Planet
        Not Capital
        Not Planet type = [Asteroids GasGiant Ocean]
        Not HasSpecial name = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL"
    ]
    effectsgroups = [
        EffectsGroup
            scope = And [
                Source
                Focus type = "FOCUS_LOGISTICS"
         //   priority = [[LATE_PRIORITY]]
            ]
            effects = SetMaxSupply value = Value + 2

    ]
    graphic = "icons/specials_huge/EquatorialCanyons.png"

#include "/scripting/common/priorities.macros"


Sunken Juggernaut : like the Kraken in the Ice, hides a Fossile version of the Juggernaut.

Code: Select all

Special
    name = "SUNKEN_JUGGERNAUT_SPECIAL"
    description = "SUNKEN_JUGGERNAUT_SPECIAL_DESC"
    stealth = 25
    spawnrate = 12.0
    spawnlimit = 5
    location = And [
        Planet
        Planet type = [Swamp Ocean]
        Not WithinStarlaneJumps jumps = 6 condition = And [
            System
            Contains And [
                Planet
                OwnedBy affiliation = AnyEmpire
            ]
        ]
    ]

    graphic = "icons/monsters/kraken-5.png"

Here's the Emerged Juggernaut's body :

Code: Select all

Hull
    name = "SH_EMERGED_JUGGERNAUT_BODY"
    description = "SH_EMERGED_JUGGERNAUT_BODY_DESC"
    speed = 30
    fuel = 100
    NoDefaultFuelEffect
    stealth = 5
    structure = 700
    slots = [
        Slot type = External position = (0.35, 0.70)
        Slot type = External position = (0.65, 0.75)
        Slot type = External position = (0.95, 0.65)
        Slot type = External position = (0.18, 0.30)
        Slot type = Internal position = (0.78, 0.35)
        Slot type = Internal position = (0.37, 0.40)
        Slot type = Internal position = (0.58, 0.40)
    ]
    buildcost = 1
    buildtime = 1
    Unproducible
    tags = [ "PEDIA_HULL_MONSTER_JUGGERNAUT" ]
    location = All
    effectsgroups = [
        [[HUNT_BUILDINGS]]
        [[MONSTER_MOVE_ALWAYS]]
        [[EXCELLENT_VISION]]
        [[INFINITE_FUEL]]
        [[ADD_HULL_FUEL_TO_MAX_FUEL_METER]]
        [[MONSTER_SHIELD_REGENERATION]]
    ]
    icon = ""
    graphic = "icons/monsters/sunkenjuggernaut.png"

#include "monster.macros"

#include "../ship_hulls.macros"
and design :

Code: Select all

ShipDesign
    name = "SM_EMERGED_JUGGERNAUT"
    uuid = "08a58b08-0929-496d-84fc-fba91424ca35"
    description = "SM_EMERGED_JUGGERNAUT_DESC"
    hull = "SH_EMERGED_JUGGERNAUT_BODY"
    parts = [
        "SR_SPINES"
        "SR_JAWS"
        "SR_SPINES"       
        "FT_BAY_KRILL"
	"FT_HANGAR_KRILL"
        "ST_COATING_GG"
        "SH_DEFLECTOR"
    ]
        
    icon = "icons/monsters/sunkenjuggernaut.png"
    model = "seed"
It needs also to modify the code of the Xenoresurrection Lab by adding this to it :

Code: Select all

        EffectsGroup
            scope = And [
                Object id = Source.PlanetID
                Planet
                HasSpecial name = "SUNKEN_JUGGERNAUT_SPECIAL"
            ]
            activation = OwnerHasTech name = "SHP_DOMESTIC_MONSTER"
            effects = [
                CreateShip designname = "SM_EMERGED_JUGGERNAUT" empire = Source.Owner
                RemoveSpecial name = "SUNKEN_JUGGERNAUT_SPECIAL"
                GenerateSitRepMessage
                    message = "EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED"
                    label = "EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED_LABEL"
                    icon = "icons/monsters/sunkenjuggernautng"
                    parameters = [
                        tag = "planet" data = Source.PlanetID
			tag = "ship" data = Target.ID
                    ]
                    empire = Source.Owner
        
            ]	

I've tried Methane Pockets that would basically be permanent Derelict Tankers, but I can't make the FOCS code work :

Code: Select all

Special
    name = "METHANE_POCKETS_SPECIAL"              
    description = "METHANE_POCKETS_SPECIAL_DESC"
    stealth = 0
    spawnrate = 1.0
    spawnlimit = 100
    location = And [
        Planet
	Planet type = [Tundra]
        Not Capital	
    ]


    effectsgroups = [
        EffectsGroup
            scope = And [
                Ship
                OnPlanet id = Source.PlanetID
                OwnedBy affiliation = AnyEmpire
            ]
            activation = And [
                System
                Contains And [
                    Ship
                    OwnedBy affiliation = AnyEmpire
                ]
            ]
            effects = [
                AddSpecial name = "METHANE_POCKETS_SPECIAL"
                GenerateSitRepMessage
                    message = "EFFECT_METHANE_POCKETS_FUEL"
                    label = "EFFECT_DERELICT_FUEL_LABEL"
                    icon = "icons/meter/fuel.png"
                    parameters = [
                        tag = "system" data = Source.ID
                        tag = "special" data = "METHANE_POCKETS_SPECIAL"
                    ]
                    empire = Target.Owner
            ]

      

        EffectsGroup
            scope = And [
                Source
                Ship
            ]
            effects = [
                SetFuel value = Value + 100
                RemoveSpecial name = "METHANE_POCKETS_SPECIAL"
            ]
    ]
    graphic = "icons/specials_huge/derelict.png"
Also Asteroid Fungus, that refuel Organic Ships at a rate of 1 per turn, but also the FOCS code doesn't work :

Code: Select all

Special
    name = "ASTEROID_FUNGUS_SPECIAL"              
    description = "ASTEROID_FUNGUS_SPECIAL_DESC"
    stealth = 0
    spawnrate = 5.0
    spawnlimit = 100
    location = And [
        Planet
	Planet type = Asteroids
        Not Capital	
    ]


    effectsgroups = [
        EffectsGroup
            scope = And [
                Ship
                OnPlanet id = Source.PlanetID
                OwnedBy affiliation = AnyEmpire
		
            ]
            activation = And [
                System
                Contains And [
                    Ship   HasTag name = "ORGANIC_HULL"
                    OwnedBy affiliation = AnyEmpire
                ]
            ]

            effects = [
                AddSpecial name = "ASTEROID_FUNGUS_SPECIAL"
                GenerateSitRepMessage
                    message = "EFFECT_ASTEROID_FUNGUS_FUEL"
                    label = "EFFECT_DERELICT_FUEL_LABEL"
                    icon = "icons/meter/fuel.png"
                    parameters = [
                        tag = "system" data = Source.ID
                        tag = "special" data = "ASTEROID_FUNGUS_SPECIAL"
                    ]
                    empire = Target.Owner
            ]

      

        EffectsGroup
            scope = And [
                Source
                Ship
            ]
            stackinggroup = "ASTEROID_FUNGUS_REFUEL"
            effects = [
		SetFuel value = Value + 1		
                RemoveSpecial name = "ASTEROID_FUNGUS_SPECIAL"
            ]
    ]
    graphic = "icons/specials_huge/asteroidfungus.png"	
Here's the corresponding Stringtables :

Code: Select all

ARRAKIWHEAT_SPECIAL
Arrakis Wheat 

ARRAKIWHEAT_SPECIAL_DESC
This wild plant gives telepathic species a boost to their psychic ability to soothe other sentient beings even at great distance

EQUATORIAL_CANYON_SPECIAL
Equaorial Canyons Structure

EQUATORIAL_CANYON_SPECIAL_DESC
The very wide array of canyons of this planet allows easy stockage and transportation of goods and makes this planet a very efficient logistic base.

EQUATORIAL_MOUNT_OLYMPUS_SPECIAL
Equatorial Mount Olympus

EQUATORIAL_MOUNT_OLYMPUS_SPECIAL_DESC
The presence of a gigantic peak on the Equator renders a Space Elevator much more efficient on this planet.

SUNKEN_JUGGERNAUT_SPECIAL
Sunken Juggernaut

SUNKEN_JUGGERNAUT_SPECIAL_DESC
'''In a remote past, one prehistoric ancestor of the Juggernaut Space Monster fell on this planet in a cataclysmic event and sunk underwater, getting buried in the mud as eons passed.
With the knowledge of the technologies [[tech SHP_DOMESTIC_MONSTER]] and [[tech LRN_XENOARCH]], the [[predefinedshipdesign SM_EMERGED_JUGGERNAUT]] can be resurrected and controlled by building a [[buildingtype BLD_XENORESURRECTION_LAB]] on this planet.'''

EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED
At %planet%: a [[predefinedshipdesign SM_EMERGED_JUGGERNAUT]], the %ship%, has been resurrected and is ready for service.

EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED_LABEL
Monster Resurrected

SM_EMERGED_JUGGERNAUT
Emerged Juggernaut

SM_EMERGED_JUGGERNAUT_DESC
The Juggernaut that emerged from the mud is an ancient form of the modern specie. Its body is lighter, which allows him to hide in Gas Giants. It has quite formidable defenses for itself, but also developed a symbiotic relationship with prehistoric Krill that help compensate for its lack of agility.

BEAUTIFUL_LANDSCAPE_SPECIAL
Magnificent Landscape

BEAUTIFUL_LANDSCAPE_SPECIAL_DESC
This planet has absolutely stunning landscape, its mere existence and the hope to one day be able to stroll its beauty is enough to help the Empire's cohesion.


THOUGHTSPORE_SPECIAL
Thoughtspore

THOUGHTSPORE_SPECIAL_DESC
This planet harbors a weird natural organism, who resonates with the minds of the planet's inhabitants. This resonance makes them very efficient at tacking administrative, organisational and social problems.


METHANE_POCKETS_SPECIAL
Methane Pockets

METHANE_POCKETS_SPECIAL_DESC
Some methane pockets are hidden under the ice. A ship stopping here can easily refuel.

EFFECT_METHANE_POCKETS_FUEL
At %system% ships refueled themselves from the abundant methane pockets

ASTEROID_FUNGUS_SPECIAL_DESC
Some extremophile fungus are able to live on these asteroids, and constitutes a refuel source for Organic ships.

ASTEROID_FUNGUS_SPECIAL
Asteroid Fungus

EFFECT_ASTEROID_FUNGUS_FUEL
At %system% ships refueled themselves partially from the abundant %special%

(all work is on GPL 3)
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LienRag
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Re: Planet Specials

#4 Post by LienRag »

Note that I wanted to make the Fighters in the Emerged Juggernaut not renew themselves (or at a really slow rate, as they're organic, not a part that can be supplied) but I wasn't able to find how.

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LienRag
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Re: Planet Specials

#5 Post by LienRag »

Since Stability is very important in the game with the 5.0 version, there probably should be more Specials affecting it.
It's been a while since I dabbled in FOCS, so I won't propose an implementation right now, just the general ideas...

So, apart from the World Tree, we should have five types of Specials I guess :
- Ultrapure atmosphere : provides a stability bonus to the planet
- Refracting Core Resonance : provides a stability bonus to all planets in the system
- Ki Weed : when on Growth, provides a stability bonus to all planets with Organic metabolism
- Telepathic Algae : provides a stability bonus to all supply-connected planets of the same Species
- Sacred relics : provides a stability bonus to a specific species

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LienRag
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Re: Planet Specials

#6 Post by LienRag »

We could also have Specials that give a bonus to all planets of a specific Environment...
For example, Desert Decorative Plants could give a + 3 Stability bonus to all Desert planets.

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LienRag
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Re: Planet Specials

#7 Post by LienRag »

LienRag wrote: Wed May 13, 2020 10:28 pm In a similar way, there could be a similar Special: Snowflake Egg.
The Silent One, since you're good with graphics, would it be hard for you to put a shell on the Small Snowflake picture so I can try to make this Special during the holidays ?
Also an empty and cracked shell for the "hatched" special ?
Thanks in advance !

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LienRag
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Re: Planet Specials

#8 Post by LienRag »

Could we have "seeds" that give a definitive bonus to all planets of an environment once they've been connected ?

Like "sea waterlillies" for Oceans ?

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Re: Planet Specials

#9 Post by The Silent One »

LienRag wrote: Wed Dec 22, 2021 4:41 pm The Silent One, since you're good with graphics, would it be hard for you to put a shell on the Small Snowflake picture so I can try to make this Special during the holidays ?
Also an empty and cracked shell for the "hatched" special ?
Thanks in advance !
When the special gets into the game I will make the icons, sure. Before that maybe use a placeholder graphic.
If I provided any images, code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0.

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LienRag
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Re: Planet Specials

#10 Post by LienRag »

Since Wobbly wants to allow playstyles based on early detection and I believe that it's best done by having stealthy Specials, here's one propositon :

High Inclination Asteroids :
The high inclination of some asteroids protects them from being kicked out by gravitic resonance, allowing more asteroids and more heavy ones in this belt.
Which means that Asteroid Hulls can more easily try to pass as regular Asteroids.
On asteroid belts with this Special, the stealth bonus to Asteroid Hulls is raised by +10 (so a total of base stability to AH of 35) and +10 again for Mini-Asteroid Swarms (so base of 75).

The Special itself has a stealth of 35.

Basically, what it means is that if you know that the special is here but your enemy doesn't, he can believe that your Asteroid Hulls will have a stealth of only 25 while you are actually able to ambush him with a stealth of 35.


Another one :

Extremophiles strands :
These special strands of extremophiles bacterias live on this planet.
When the planet is on Growth focus, all supply-connected Infernos with an Organic population gets +2*PlanetSize population.

Special with a stealth of 25 probably ?


Another one :

Cortisol Symbiot :
These symbiots strive on high level of cortisol, the hormone of stress.
All Supply-connected Hostile planets have +5 Stability, all Supply-connected Poor planets have +2 Stability

Special with a stealth of 55 ?


Another one :

Adaptative Mycorhize :
This mycorhize is able to adapt itself to adapt to any Organic metabolism.
Any Organic species in this planet will have +2*PlanetSize Population, +3 Stability, +2 Research, and will cost only half its normal Influence cost.

Special with a stealth of 45 ?

Also, it would be nice if an Empire who got Xenological Genetics would see this Special with 35 Stealth only but I don't know how to do that in FOCS (actually, I believe it to not be doable).

Another one :

Anti-corrosion metals :
These metals are particularly good against corrosion.
On all supply-connected planets (not Asteroids), Robotic Metabolism have a +1*PlanetSize Population bonus when the environment is Hostile.

Special with a stealth of 35 ?


Another one :

Psi-resonator core :
The way the core of this planet has crystallized make it resonate with the mind-waves of its inhabitants.
All planets of the same telepathic species as the species inhabiting the Planet gets +0,01 Research per Population.

Stealth of 75 ?

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Re: Planet Specials

#11 Post by wobbly »

LienRag wrote: Sun May 23, 2021 2:40 pm I've tried Methane Pockets that would basically be permanent Derelict Tankers, but I can't make the FOCS code work :
I actually like the idea of some sort of unowned refuel special whether its "methane pockets" or something else. If I wanted to make this work I'd probably put the effect in fuel.macros, copy the effect from laenfa with a check for the special instead of the star type.
LienRag wrote: Wed Aug 03, 2022 9:04 pm High Inclination Asteroids :
The high inclination of some asteroids protects them from being kicked out by gravitic resonance, allowing more asteroids and more heavy ones in this belt.
Which means that Asteroid Hulls can more easily try to pass as regular Asteroids.
On asteroid belts with this Special, the stealth bonus to Asteroid Hulls is raised by +10 (so a total of base stability to AH of 35) and +10 again for Mini-Asteroid Swarms (so base of 75).
I'd go with a simple additional +20 stealth to asteroid hulls which is a fairly standard stealth jump. Fluff could be cleaned up a bit (it's not terrible just a little "rough"). Other then that I like this.
LienRag wrote: Wed Aug 03, 2022 9:04 pm Psi-resonator core :
The way the core of this planet has crystallized make it resonate with the mind-waves of its inhabitants.
All planets of the same telepathic species as the species inhabiting the Planet gets +0,01 Research per Population.

Stealth of 75 ?
Not sure of the actual numbers/mechanical details but the basic idea itself seems ok.

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Geoff the Medio
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Re: Planet Specials

#12 Post by Geoff the Medio »

LienRag wrote: Wed Aug 03, 2022 9:04 pmAlso, it would be nice if an Empire who got Xenological Genetics would see this Special with 35 Stealth only but I don't know how to do that in FOCS (actually, I believe it to not be doable).
Specials have a ValueRef that determines their stealth. That stealth is a property of the special at any given time / situation in a game. There's no mechanism for different empires to "see" a particular special on a particular object with different stealth that other empires would see the same special on that object.

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Re: Planet Specials

#13 Post by Ophiuchus »

LienRag wrote: Wed Aug 03, 2022 9:04 pm Since Wobbly wants to allow playstyles based on early detection and I believe that it's best done by having stealthy Specials, here's one propositon :
looking at usability through the distributed empire/hidden peaceful empire glasses (so no comments on fluff, balance or how much i like the idea is):
LienRag wrote: Wed Aug 03, 2022 9:04 pm High Inclination Asteroids : ..
On asteroid belts with this Special, the stealth bonus to Asteroid Hulls is raised by +10 (so a total of base stability to AH of 35) and +10 again for Mini-Asteroid Swarms (so base of 75).
quite usable for all kinds of hidden defense
LienRag wrote: Wed Aug 03, 2022 9:04 pm Extremophiles strands :
...When the planet is on Growth focus, all supply-connected Infernos with an Organic population gets +2*PlanetSize population.

Cortisol Symbiot :
...
All Supply-connected Hostile planets have +5 Stability, all Supply-connected Poor planets have +2 Stability

Anti-corrosion metals :
On all supply-connected planets (not Asteroids), Robotic Metabolism have a +1*PlanetSize Population bonus when the environment is Hostile.

(mostly) supply-based; unusable for distributed empire/hidden peaceful empire
LienRag wrote: Wed Aug 03, 2022 9:04 pm Adaptative Mycorhize :
This mycorhize is able to adapt itself to adapt to any Organic metabolism.
Any Organic species in this planet will have +2*PlanetSize Population, +3 Stability, +2 Research, and will cost only half its normal Influence cost.
usuable for any empire with organic species, so at the start unusable for some species, most notably Trith (and Sly/Fulver)
LienRag wrote: Wed Aug 03, 2022 9:04 pm Psi-resonator core :
All planets of the same telepathic species as the species inhabiting the Planet gets +0,01 Research per Population.
usuable for any empire with telepathic species. Laenfa, Trith, Fulver (and George) empires love this.
wobbly wrote: Fri Aug 05, 2022 2:51 pm
LienRag wrote: Sun May 23, 2021 2:40 pm I've tried Methane Pockets that would basically be permanent Derelict Tankers, but I can't make the FOCS code work :
I actually like the idea of some sort of unowned refuel special whether its "methane pockets" or something else. If I wanted to make this work I'd probably put the effect in fuel.macros, copy the effect from laenfa with a check for the special instead of the star type.
+1, this is actually very useful for any stretched empire; and i think it should do a full instant refill for all ships and not be used up (so use as many times as you want).
it is like an outpost which everybody can use.

besides helping far exploration/colonisation this actually changes the strategic landscape.

btw LienRag, your implementation uses OnPlanet which currently does only work for buildings (I guess that is a bug). Also I am not sure if I understand the intention: the special on the planet adds the special to a ship which in turn does the refueling instead of directly refueling. I would guess that introduces a 1-turn lag, similar to what happens when you jump out of supply (costs no fuel), but timing there is essential - we have effects applied twice so i am not sure what happens (in other words is a bit brittle and needs testing and maybe some guard for activation e.g. age of ship special > 1 in the activation).
Last edited by Ophiuchus on Fri Aug 12, 2022 9:08 am, edited 3 times in total.
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Re: Planet Specials

#14 Post by Ophiuchus »

Geoff the Medio wrote: Fri Aug 05, 2022 3:11 pm
LienRag wrote: Wed Aug 03, 2022 9:04 pmAlso, it would be nice if an Empire who got Xenological Genetics would see this Special with 35 Stealth only but I don't know how to do that in FOCS (actually, I believe it to not be doable).
Specials have a ValueRef that determines their stealth. That stealth is a property of the special at any given time / situation in a game. There's no mechanism for different empires to "see" a particular special on a particular object with different stealth that other empires would see the same special on that object.
The script could add a stealthy building for each empire with Xenological Genetics and at least 35 detection as an indicator - the owners would see it but the others would not. One could also write a sitrep to the Empire.
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Re: Planet Specials

#15 Post by LienRag »

Actually the "Asteroid Dwellers" trait that Oberlus proposed some time ago made me think of something that could really work with Wobbly's desire to encourage early Detection : Specials on Asteroids that would allow a specific Metabolism to inhabit them, but has a high stealth (I'd say 35 if Continuous Scanning is changed to be unlocked later, or 55 otherwise¹).
I'd say, in order to also differentiate Metabolisms, limit that to Lithic Metabolisms ("Crystalline precursors") and Phototropic ones ("Organic molecules" though that works fluff-like only for Laenfas I guess, so maybe "Reflecting geodes").

It's particularly interesting imho if these Specials would then give a Stealth bonus to the Asteroid Belt once inhabited : with that, early Detection combined with good strategic planning could allow to insert stealthy bases inside enemy territory, for a huge strategic advantage.

There are two problems though :
- First, Asteroids are uninhabitable, so I don't know how a Special can change that to allow in FOCS a specific metabolism to inhabit them.
- Second, since the point is that they're stealthy, clicking "planet suitability" when having insufficient Detection should not reveal its habitability, and I don't know either how to achieve that.

Note that I said "Asteroids" because they're the main game-changer here, but it's also possible to have "Underground waters" in Deserts that would give a good bonus to Organic metabolisms (and Laenfas I guess), "Volcanic hot spots" that would do the same in Tundras, "Still Tornado" that would give bonus to Robotic metabolisms in Toxic planets (by keeping away all the corroding gases), and so on.


In a similar pattern of thought, it could be very interesting strategically to have stealthed specials that give a good military advantage (like "abundant moons" that allow the defender to pre-deploy fighters so they all strike from the first round²), but I'm not sure how to separate who gets the advantage from who doesn't.
Is there a way in FOCS to give the advantage only to the player that sees the Special ?

Otherwise, it's still possible to have the Special favor one type of ship, the strategy being trying to lure the enemy to fight here with the wrong type...
Like "Core resonance" that gives Energy hulls +3 shields, or "Magnetosphere" that gives Arc Disruptors two more shots each.

Actually something giving Organic Hulls +30 speed could be a very nice way to allow surprise ambushes...
Something like "Planet pre-sentience" ?

Again, I don't know how it is possible to not give information about these boni to the enemy. Maybe apply them only during combat, never showing them on the Galaxy map ?

¹ Or, if we want it to reward early exploration, just 25/45 since Active Radar can be unlocked quite early but Neutron Scanner usually cannot before territories are formed, except on galaxies with a lot of systems per player.

² No, I don't know how abundant moons would be stealthy. Maybe someone can find a better idea there.

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