Atmospheric Disasters
After 15 million atmosphere, nothing happens. I plan on adding new events based on the atmosphere.
25 million: Floods
- Small 5000 plots of water will appear on map as atmosphere condenses more. Act just like lava and leave water pool decorations behind. Can become a source of water for waterbot. Colonists get quite sick and buildings deteriorate faster.
100 million: Dust
- Small 5000 plots of destructive sand. Act just like lava and leave sand decorations behind. Colonists get very sick and buildings will become very weak.
250 million: Lava
- You know what happens π Allows construction of obsidian rover (later on I will revisit obsidian). Almost instant deaths.Buildings get worse.
1 billion: Explosions
- The planet is turning into a gas planet, so the pressure gets so tight, buildings and people instantly explode. ππ
Thanks and Add on!
Dylan Carter
Conjurer in NOZ
Join the Nations of OZ!
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it is a good idea but if you let turn your colony during 15 day and your atmospher was at 5 000 000 and now it have explose you lose all
and i think some people are at more than 500 000 000 so they will have lava and they couldn't do anything
the best thing is to keep the steep and more the atmosphere is hight more you have to repair your building
I think high atmosphere is supposed to cause unhappiness in some way already, but I don't know what category it contributes to. Would like to see the happiness broken out in detailed explanations.
Human Colony Charter: pTfi0Opt
Insectoid Charter: EXFzp37s
From one of my suggestions:
DolphinPride138 said:Just thinking about it, I came up with an idea that puts Natural Disasters and Heat together, with some additional ideas of my own.
Atmospheric Thermostat and Regulator
Details
2x2
5 workers
Records and regulates heat in atmosphere
Needs
-15K ore
-10K steel
-5K gold
ββββββββββ
Meteorology Institute
Details
2x2
40 workers
Gives warning for when Natural Disasters may come
Needs
-10K ore
-10K steel
-5K gold
ββββββββββ
Natural Disaster Shelter
Details
4x4
100 workers
Holds 2,000 colonists when Natural Disaster is forecast
Needs
-20K ore
-10K steel
ββββββββββ
Thermoelectric Generator
Details
2x2
100 workers
Converts heat into energy
Generates 1000 energy
Needs
-10K ore
-5K steel
-5K gold
ββββββββββ
Thermal Energy Storage Facility
Details
4x4
100 workers
Stores 10000 heat
Needs
-10K ore
-10K steel
-2K gold
ββββββββββ
Atmospheric Level Control Station (Suggested by @Zelfin )
Details
2x2
15 workers
Player inputs atmospheric range (Ex. 15M to 20M atmosphere), this keeps atmosphere in said range by
raising/lowering atmosphere by 5 atm/tick
Needs
-10K ore
-5K steel
-500 gold
~Requires Climate Science Theory tech
Also, make it less like "explosions" and remove the atmosphere reqs.
Maybe add tornadoes, acid rain, hurricanes, sandstorms, fire storms (with my heat idea), etc.
I really like that idea. Thanks for your input.
Dylan Carter
Conjurer in NOZ
Join the Nations of OZ!
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Well, with the use of obsidian, bast could develop structures that hold up to lava and any negative affects that he implements from high atmosphere. I honestly really wish he would add a heat factor to terraforming, it would create more challenges for the player and provide more purposes for obsidian to fill.
Dams
Environment
Reduces chance of floods by 75% by regulating water flow
1Γ1
Costs:
1000 money
1000 ore
1000 steel
500 microchips
βΒ·βΒ·βΒ·βΒ·βΒ·βΒ·βΒ·βΒ·βΒ·β
Missile System
Environment
Reduces chance of meteors by 75% by shooting (most of) them down
3Γ3
Slowly consumes uranium
Costs:
20000 steel
15000 microchips
10000 money
10000 ore
8000 gold
I like the heat idea, I always thought that it was silly that you only needed atmosphere to terraform the ice world.
I think all plants should work towards βperfectβ atmosphere. Example: take a earth tree, it would try to make the atmosphere the ideal atmosphere for that planet. It would add or subtract 5 atm every minute while traveling towards the ideal.