Changes for page Terraforming

Last modified by Manoeuvring with Difficulty on 2024/01/16 11:27

From version 7.1
edited by Daniel Turner
on 2020/11/22 06:03
Change comment: There is no comment for this version
To version 18.1
edited by Daniel Turner
on 2021/08/30 12:23
Change comment: Updated rewards and difficulty

Summary

Details

Page properties
Content
... ... @@ -1,11 +1,16 @@
1 -{{note title="Spoilers ahead"}}
2 -This page contains spoilers about an upcoming game mechanic
3 -{{/note}}
1 +== Prerequisites for Terraforming ==
4 4  
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}}
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
8 8  
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 +
9 9  == Planets That Can Be Terraformed ==
10 10  
11 11  |=(((
... ... @@ -14,6 +14,12 @@
14 14  Sector
15 15  )))|=(((
16 16  Planet
22 +)))|=(% colspan="1" %)(% colspan="1" %)
23 +(((
24 +Difficulty
25 +)))|=(% colspan="1" %)(% colspan="1" %)
26 +(((
27 +Reward
17 17  )))
18 18  |(((
19 19  18 Billion
... ... @@ -20,23 +20,128 @@
20 20  )))|(((
21 21  18 Billion
22 22  )))|(((
34 +18 Billion c
35 +)))|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +Very Hard
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Nividium Market
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 +(((
23 23  
24 24  )))
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 +Very Hard
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 +Very Hard
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 +Hard
102 +)))|(% colspan="1" %)(% colspan="1" %)
103 +(((
104 +Antigone Expansion
105 +)))
25 25  |(((
26 26  Memory of Profit
27 27  )))|(((
28 -
109 +Memory of Profit IX
29 29  )))|(((
111 +Memory of Profit i I
112 +)))|(% colspan="1" %)(% colspan="1" %)
113 +(((
114 +Hard
115 +)))|(% colspan="1" %)(% colspan="1" %)
116 +(((
30 30  
31 31  )))
32 -|(((
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 +(((
130 +Very Hard
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +[[SCA>>doc:Scale Plate Pact]] Reputation no longer locker at -5
134 +
135 +Ownership of a significant amount of SCA's former ships
136 +)))
137 +|(% colspan="1" %)(% colspan="1" %)
138 +(((
139 +Tharka's Cascade
140 +)))|(% colspan="1" %)(% colspan="1" %)
141 +(((
142 +Tharka's Cascade XV/XVII
143 +)))|(% colspan="1" %)(% colspan="1" %)
144 +(((
33 33  
34 -)))|(((
146 +)))|(% colspan="1" %)(% colspan="1" %)
147 +(((
35 35  
36 -)))|(((
149 +)))|(% colspan="1" %)(% colspan="1" %)
150 +(((
37 37  
38 38  )))
39 39  
154 +**Note:** Tharka's Cascade terraforming although mentioned in game files is not yet implemented.
155 +
40 40  == Standard Terraforming Projects ==
41 41  
42 42  |=(((
... ... @@ -503,7 +503,7 @@
503 503  An institution that teaches a wide diversity of artistic crafts, but also frequently organises exhibitions and other cultural events
504 504  )))
505 505  
506 -= Xenon Terraforming Projects =
622 +== Xenon Terraforming Projects ==
507 507  
508 508  |=(((
509 509  Name
... ... @@ -511,97 +511,119 @@
511 511  Description
512 512  )))
513 513  |(((
514 -
630 +Claim District
515 515  )))|(((
516 -
632 +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
517 517  )))
518 518  |(((
519 -
635 +Destroy District
520 520  )))|(((
521 -
637 +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
522 522  )))
523 523  |(((
524 -
640 +Under Xenon control
525 525  )))|(((
526 -
642 +Xenon drones regularly patrol this district, preventing us from passing through it
527 527  )))
644 +|(% colspan="1" %)(% colspan="1" %)
645 +(((
646 +Liberated
647 +)))|(% colspan="1" %)(% colspan="1" %)
648 +(((
649 +The Xenon presence has been curbed for the time being, making it safe to pass through
650 +)))
651 +|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +Destroyed
654 +)))|(% colspan="1" %)(% colspan="1" %)
655 +(((
656 +Without anything to protect, the Xenon are ignoring this ruined district for the time being, making it safe to pass through
657 +)))
658 +|(% colspan="1" %)(% colspan="1" %)
659 +(((
660 +Habitation District
661 +)))|(% colspan="1" %)(% colspan="1" %)
662 +(((
663 +Impossibly tall skyscrapers, each one providing ample living space for millions of inhabitants
664 +)))
665 +|(% colspan="1" %)(% colspan="1" %)
666 +(((
667 +Commerce District
668 +)))|(% colspan="1" %)(% colspan="1" %)
669 +(((
670 +Situated on and just below the surface, this district has the perfect infrastructure for all kinds of shops and services
671 +)))
672 +|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +Farming District
675 +)))|(% colspan="1" %)(% colspan="1" %)
676 +(((
677 +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
678 +)))
679 +|(% colspan="1" %)(% colspan="1" %)
680 +(((
681 +Administration District
682 +)))|(% colspan="1" %)(% colspan="1" %)
683 +(((
684 +In addition to office space for the governing body, this district also houses the local data centre
685 +)))
686 +|(% colspan="1" %)(% colspan="1" %)
687 +(((
688 +Industrial District
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +Massive refineries automatically extract and process minerals from the ground. These get distributed to the surrounding factories as needed, controlled by a governing AI
692 +)))
693 +|(% colspan="1" %)(% colspan="1" %)
694 +(((
695 +Recreation District
696 +)))|(% colspan="1" %)(% colspan="1" %)
697 +(((
698 +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
699 +)))
700 +|(% colspan="1" %)(% colspan="1" %)
701 +(((
702 +Subvert AGI Core
703 +)))|(% colspan="1" %)(% colspan="1" %)
704 +(((
705 +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
706 +)))
707 +|(% colspan="1" %)(% colspan="1" %)
708 +(((
709 +Detonate Reactor
710 +)))|(% colspan="1" %)(% colspan="1" %)
711 +(((
712 +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
713 +)))
714 +|(% colspan="1" %)(% colspan="1" %)
715 +(((
716 +Xenon Reclaim
717 +)))|(% colspan="1" %)(% colspan="1" %)
718 +(((
719 +Xenon combat drones are mobilising to retake this district. They will soon reclaim it unless we do something to stop them
720 +)))
721 +|(% colspan="1" %)(% colspan="1" %)
722 +(((
723 +Xenon Rebuild
724 +)))|(% colspan="1" %)(% colspan="1" %)
725 +(((
726 +Xenon constructor drones are rebuilding this district. They will soon reclaim it unless we do something to stop them
727 +)))
728 +|(% colspan="1" %)(% colspan="1" %)
729 +(((
730 +EMP Xenon Drones
731 +)))|(% colspan="1" %)(% colspan="1" %)
732 +(((
733 +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
734 +)))
735 +|(% colspan="1" %)(% colspan="1" %)
736 +(((
737 +Bombard Xenon Drones
738 +)))|(% colspan="1" %)(% colspan="1" %)
739 +(((
740 +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
741 +)))
528 528  
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 &amp; 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 -
605 605  == Terraforming Events ==
606 606  
607 607  |=(((
... ... @@ -623,4 +623,8 @@
623 623  Quake
624 624  )))|(((
625 625  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
764 +
765 +//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"]])
766 +
767 +
626 626  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -100467108
1 +104924034
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100467108/Terraforming
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/104924034/Terraforming