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
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
on 2021/08/30 12:23
Change comment:
Updated rewards and difficulty
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... ... @@ -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 & 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 )))
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... ... @@ -1,1 +1,1 @@ 1 -10 04671081 +104924034 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/10 0467108/Terraforming1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/104924034/Terraforming