Changes for page Terraforming
Last modified by Manoeuvring with Difficulty on 2024/01/16 11:27
From version 17.1
edited by Daniel Turner
on 2021/07/17 03:10
on 2021/07/17 03:10
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To version 7.1
edited by Daniel Turner
on 2020/11/22 06:03
on 2020/11/22 06:03
Change comment:
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... ... @@ -1,16 +1,11 @@ 1 -== Prerequisites for Terraforming == 1 +{{note title="Spoilers ahead"}} 2 +This page contains spoilers about an upcoming game mechanic 3 +{{/note}} 2 2 3 -* High mass teleportation researched, and spoken to Boso Ta afterwards 4 -* Have a module to construct M and S ships on the HQ (not required to actually start terraforming but needed for subsequent progression) 5 -* Have storage capabilities for container, solid and liquid wares on the HQ (not required to actually start terraforming but needed for subsequent progression) 6 -* Accept a terraforming mission 7 -* Teleport the HQ to the sector specified by the mission briefing 8 -* Open the terraforming menu (this is new icon at the top of the screen) and select a project to work on 5 +{{note title="Note:"}} 6 +This page contains information for a game mechanic not yet fully implemented and is subject to change before 4.0 release 7 +{{/note}} 9 9 10 -Once started, construction and delivery are automatic as long as the required resources are provided. 11 - 12 -For more information see [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=146&t=433087>>url:https://forum.egosoft.com/viewtopic.php?f=146&t=433087||shape="rect"]] 13 - 14 14 == Planets That Can Be Terraformed == 15 15 16 16 |=((( ... ... @@ -19,12 +19,6 @@ 19 19 Sector 20 20 )))|=((( 21 21 Planet 22 -)))|=(% colspan="1" %)(% colspan="1" %) 23 -((( 24 -Difficulty 25 -)))|=(% colspan="1" %)(% colspan="1" %) 26 -((( 27 -Reward 28 28 ))) 29 29 |((( 30 30 18 Billion ... ... @@ -31,126 +31,23 @@ 31 31 )))|((( 32 32 18 Billion 33 33 )))|((( 34 -18 Billion c 35 -)))|(% colspan="1" %)(% colspan="1" %) 36 -((( 37 37 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -Nividium Market 41 41 ))) 42 -|(% colspan="1" %)(% colspan="1" %) 43 -((( 44 -Atiya's Misfortune 45 -)))|(% colspan="1" %)(% colspan="1" %) 46 -((( 47 -Atiya's Misfortune I/III 48 -)))|(% colspan="1" %)(% colspan="1" %) 49 -((( 50 -Atiya's Misfortune e 51 -)))|(% colspan="1" %)(% colspan="1" %) 52 -((( 53 -Impossible 54 -)))|(% colspan="1" %)(% colspan="1" %) 55 -((( 56 - 57 -))) 58 -|(% colspan="1" %)(% colspan="1" %) 59 -((( 60 -Black Hole Sun 61 -)))|(% colspan="1" %)(% colspan="1" %) 62 -((( 63 -Black Hole Sun III/IV 64 -)))|(% colspan="1" %)(% colspan="1" %) 65 -((( 66 -Hades 67 -)))|(% colspan="1" %)(% colspan="1" %) 68 -((( 69 - 70 -)))|(% colspan="1" %)(% colspan="1" %) 71 -((( 72 - 73 -))) 74 -|(% colspan="1" %)(% colspan="1" %) 75 -((( 76 -Frontier Edge 77 -)))|(% colspan="1" %)(% colspan="1" %) 78 -((( 79 -Frontier Edge 80 -)))|(% colspan="1" %)(% colspan="1" %) 81 -((( 82 -Messner 83 -)))|(% colspan="1" %)(% colspan="1" %) 84 -((( 85 - 86 -)))|(% colspan="1" %)(% colspan="1" %) 87 -((( 88 -Antigone Expansion 89 -))) 90 -|(% colspan="1" %)(% colspan="1" %) 91 -((( 92 -Getsu Fune 93 -)))|(% colspan="1" %)(% colspan="1" %) 94 -((( 95 -Getsu Fune 96 -)))|(% colspan="1" %)(% colspan="1" %) 97 -((( 98 -Shiokaze 99 -)))|(% colspan="1" %)(% colspan="1" %) 100 -((( 101 - 102 -)))|(% colspan="1" %)(% colspan="1" %) 103 -((( 104 -Antigone Expansion 105 -))) 106 106 |((( 107 107 Memory of Profit 108 108 )))|((( 109 - Memoryof Profit IX28 + 110 110 )))|((( 111 -Memory of Profit i I 112 -)))|(% colspan="1" %)(% colspan="1" %) 113 -((( 114 114 115 -)))|(% colspan="1" %)(% colspan="1" %) 116 -((( 117 - 118 118 ))) 119 -|(% colspan="1" %)(% colspan="1" %) 120 -((( 121 -Scale Plate Green 122 -)))|(% colspan="1" %)(% colspan="1" %) 123 -((( 124 -Scale Plate Green I/VII 125 -)))|(% colspan="1" %)(% colspan="1" %) 126 -((( 127 -Nature's Profit 128 -)))|(% colspan="1" %)(% colspan="1" %) 129 -((( 32 +|((( 130 130 131 -)))|(% colspan="1" %)(% colspan="1" %) 132 -((( 34 +)))|((( 133 133 134 -))) 135 -|(% colspan="1" %)(% colspan="1" %) 136 -((( 137 -Tharka's Cascade 138 -)))|(% colspan="1" %)(% colspan="1" %) 139 -((( 140 -Tharka's Cascade XV/XVII 141 -)))|(% colspan="1" %)(% colspan="1" %) 142 -((( 36 +)))|((( 143 143 144 -)))|(% colspan="1" %)(% colspan="1" %) 145 -((( 146 - 147 -)))|(% colspan="1" %)(% colspan="1" %) 148 -((( 149 - 150 150 ))) 151 151 152 -Note: Tharka's Cascade terraforming although mentioned in game files is not yet implemented. 153 - 154 154 == Standard Terraforming Projects == 155 155 156 156 |=((( ... ... @@ -617,7 +617,7 @@ 617 617 An institution that teaches a wide diversity of artistic crafts, but also frequently organises exhibitions and other cultural events 618 618 ))) 619 619 620 -= =Xenon Terraforming Projects ==506 += Xenon Terraforming Projects = 621 621 622 622 |=((( 623 623 Name ... ... @@ -625,119 +625,97 @@ 625 625 Description 626 626 ))) 627 627 |((( 628 - ClaimDistrict514 + 629 629 )))|((( 630 - Usinga system of precisely pulsed EMP bursts, we can disable the Xenon units in this area and then destroy them with targeted bombings. This leaves the infrastructure intact for potential future use516 + 631 631 ))) 632 632 |((( 633 - DestroyDistrict519 + 634 634 )))|((( 635 - Wecan level this district with a considerable quantity of explosives. It may be cheaper than the alternative, and make it harder for the Xenon to retake control, but it will also mean the loss of very useful infrastructure521 + 636 636 ))) 637 637 |((( 638 - UnderXenon control524 + 639 639 )))|((( 640 - Xenondrones regularly patrol this district, preventing us from passing through it526 + 641 641 ))) 642 -|(% colspan="1" %)(% colspan="1" %) 643 -((( 644 -Liberated 645 -)))|(% colspan="1" %)(% colspan="1" %) 646 -((( 647 -The Xenon presence has been curbed for the time being, making it safe to pass through 648 -))) 649 -|(% colspan="1" %)(% colspan="1" %) 650 -((( 651 -Destroyed 652 -)))|(% colspan="1" %)(% colspan="1" %) 653 -((( 654 -Without anything to protect, the Xenon are ignoring this ruined district for the time being, making it safe to pass through 655 -))) 656 -|(% colspan="1" %)(% colspan="1" %) 657 -((( 658 -Habitation District 659 -)))|(% colspan="1" %)(% colspan="1" %) 660 -((( 661 -Impossibly tall skyscrapers, each one providing ample living space for millions of inhabitants 662 -))) 663 -|(% colspan="1" %)(% colspan="1" %) 664 -((( 665 -Commerce District 666 -)))|(% colspan="1" %)(% colspan="1" %) 667 -((( 668 -Situated on and just below the surface, this district has the perfect infrastructure for all kinds of shops and services 669 -))) 670 -|(% colspan="1" %)(% colspan="1" %) 671 -((( 672 -Farming District 673 -)))|(% colspan="1" %)(% colspan="1" %) 674 -((( 675 -Cascading tiers of fully automated fields, efficiently irrigated and supplied with ample sunlight via a complex system of mirrors and lenses, provide more than enough yield to feed even the maximum population of the habitation district it's attached to 676 -))) 677 -|(% colspan="1" %)(% colspan="1" %) 678 -((( 679 -Administration District 680 -)))|(% colspan="1" %)(% colspan="1" %) 681 -((( 682 -In addition to office space for the governing body, this district also houses the local data centre 683 -))) 684 -|(% colspan="1" %)(% colspan="1" %) 685 -((( 686 -Industrial District 687 -)))|(% colspan="1" %)(% colspan="1" %) 688 -((( 689 -Massive refineries automatically extract and process minerals from the ground. These get distributed to the surrounding factories as needed, controlled by a governing AI 690 -))) 691 -|(% colspan="1" %)(% colspan="1" %) 692 -((( 693 -Recreation District 694 -)))|(% colspan="1" %)(% colspan="1" %) 695 -((( 696 -Theatres, bars, parks, VR arcades, zoos, sporting grounds, restaurants, water parks, concert halls. These are just some of the many venues this district is designed to house 697 -))) 698 -|(% colspan="1" %)(% colspan="1" %) 699 -((( 700 -Subvert AGI Core 701 -)))|(% colspan="1" %)(% colspan="1" %) 702 -((( 703 -Our coding experts say that they have devised a theoretical method of sending remote commands to the Xenon AGI core. Due to its inherent mutable nature, they are unable to predict the success of any given attempt, and have just given me an estimation of "more likely than rolling a crit in Gunners & Goners". If successful, we will tell the AGI and all of its drones to self-delete, leaving the entire area Xenon-free 704 -))) 705 -|(% colspan="1" %)(% colspan="1" %) 706 -((( 707 -Detonate Reactor 708 -)))|(% colspan="1" %)(% colspan="1" %) 709 -((( 710 -Now that we have access, it just takes the push of a button to level the entire area, and all Xenon presence within it. This will destroy all connected districts, so we'll have to start from scratch if we aim to have people living here 711 -))) 712 -|(% colspan="1" %)(% colspan="1" %) 713 -((( 714 -Xenon Reclaim 715 -)))|(% colspan="1" %)(% colspan="1" %) 716 -((( 717 -Xenon combat drones are mobilising to retake this district. They will soon reclaim it unless we do something to stop them 718 -))) 719 -|(% colspan="1" %)(% colspan="1" %) 720 -((( 721 -Xenon Rebuild 722 -)))|(% colspan="1" %)(% colspan="1" %) 723 -((( 724 -Xenon constructor drones are rebuilding this district. They will soon reclaim it unless we do something to stop them 725 -))) 726 -|(% colspan="1" %)(% colspan="1" %) 727 -((( 728 -EMP Xenon Drones 729 -)))|(% colspan="1" %)(% colspan="1" %) 730 -((( 731 -Using a system of precisely pulsed EMP bursts, we can disable the Xenon units in this area and then destroy them with targeted bombings. This leaves the infrastructure intact for potential future use 732 -))) 733 -|(% colspan="1" %)(% colspan="1" %) 734 -((( 735 -Bombard Xenon Drones 736 -)))|(% colspan="1" %)(% colspan="1" %) 737 -((( 738 -We can stop their efforts by simply carpet-bombing the drones.This will undoubtedly level this district, though.The damage could possibly spill over to another district 739 -))) 740 740 529 + 530 + 531 + <t id="2010">Claim District 532 + 533 + <t id="2011">Using a system of precisely pulsed EMP bursts, we can disable the Xenon units in this area and then destroy them with targeted bombings. This leaves the infrastructure intact for potential future use. 534 + 535 + <t id="2020">Destroy District 536 + 537 + <t id="2021">We can level this district with a considerable quantity of explosives. It may be cheaper than the alternative, and make it harder for the Xenon to retake control, but it will also mean the loss of very useful infrastructure. 538 + 539 + <t id="2030">Under Xenon control 540 + 541 + <t id="2031">Xenon drones regularly patrol this district, preventing us from passing through it. 542 + 543 + <t id="2040">Liberated 544 + 545 + <t id="2041">The Xenon presence has been curbed for the time being, making it safe to pass through. 546 + 547 + <t id="2050">Destroyed 548 + 549 + <t id="2051">Without anything to protect, the Xenon are ignoring this ruined district for the time being, making it safe to pass through. 550 + 551 + <t id="2060">Habitation District 552 + 553 + <t id="2061">Impossibly tall skyscrapers, each one providing ample living space for millions of inhabitants. 554 + 555 + <t id="2070">Commerce District 556 + 557 + <t id="2071">Situated on and just below the surface, this district has the perfect infrastructure for all kinds of shops and services. 558 + 559 + <t id="2080">Farming District 560 + 561 + <t id="2081">Cascading tiers of fully automated fields, efficiently irrigated and supplied with ample sunlight via a complex system of mirrors and lenses, provide more than enough yield to feed even the maximum population of the habitation district it's attached to. 562 + 563 + <t id="2090">Administration District 564 + 565 + <t id="2091">In addition to office space for the governing body, this district also houses the local data centre. 566 + 567 + <t id="2100">Industrial District 568 + 569 + <t id="2101">Massive refineries automatically extract and process minerals from the ground. These get distributed to the surrounding factories as needed, controlled by a governing AI. 570 + 571 + <t id="2110">Recreation District 572 + 573 + <t id="2111">Theatres, bars, parks, VR arcades, zoos, sporting grounds, restaurants, water parks, concert halls. These are just some of the many venues this district is designed to house. 574 + 575 + <t id="2120">Subvert AGI Core 576 + 577 + <t id="2121">Our coding experts say that they have devised a theoretical method of sending remote commands to the Xenon AGI core. Due to its inherent mutable nature, they are unable to predict the success of any given attempt, and have just given me an estimation of "more likely than rolling a crit(crit meaning "critical hit" as used in a role-playing game) in Gunners & Goners". If successful, we will tell the AGI and all of its drones to self-delete, leaving the entire area Xenon-free. 578 + 579 + <t id="2130">Detonate Reactor 580 + 581 + <t id="2131">Now that we have access, it just takes the push of a button to level the entire area, and all Xenon presence within it. This will destroy all connected districts, so we'll have to start from scratch if we aim to have people living here. 582 + 583 + <t id="2140">Xenon Reclaim 584 + 585 + <t id="2141">Xenon combat drones are mobilising to retake this district. They will soon reclaim it unless we do something to stop them. 586 + 587 + <t id="2150">Xenon Rebuild 588 + 589 + <t id="2151">Xenon constructor drones are rebuilding this district. They will soon reclaim it unless we do something to stop them. 590 + 591 + <t id="2160">EMP Xenon Drones 592 + 593 + <t id="2161">{20227,2011} 594 + 595 + <t id="2170">Bombard Xenon Drones 596 + 597 + <t id="2171">We can stop their efforts by simply carpet-bombing the drones. 598 + 599 + <t id="2172">This will undoubtedly level this district, though. 600 + 601 + <t id="2173">The damage could possibly spill over to another district. 602 + 603 + 604 + 741 741 == Terraforming Events == 742 742 743 743 |=((( ... ... @@ -759,8 +759,4 @@ 759 759 Quake 760 760 )))|((( 761 761 Sensors are detecting an impending seismic event. Completed facilities have been hardened and will only suffer minor damage, but any ongoing construction is still vulnerable and likely to experience a setback 762 - 763 -//When a quake happens there is a chance of losing a certain percentage of progress on the current project. The chance depends on the "Seismic Activity" stat. 1 means a chance of 10% to lose 20% of progress, 2 means a chance of 20% to lose 20% of progress, 3 means a chance of 30% to lose 20% of progress (% class="text-strong" %)**plus**(%%) a chance of 5% to lose 75% of progress.// (source: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=146&t=433087&p=5055505#p5055505>>url:https://forum.egosoft.com/viewtopic.php?f=146&t=433087&p=5055505#p5055505||shape="rect"]]) 764 - 765 - 766 766 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/104 923911/Terraforming1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100467108/Terraforming