Terraforming project available in build list when no improvable tile is present?

I'm guessing that this 'bug' is at core By Design because I only see it on worlds that are around 20+ at colonization. Sometimes on those worlds one of the lower get-new-tile techs will never be usable but still clutters the project list.

Ideally, I'd prefer to see all the techs always usable on all worlds. At least if it is to be kept simple.

Alternatively, I'd like a properly complicated terraforming schema that clearly factored in base world parameters such that while some weaker techs might be unusable on some worlds, but stronger ones might be usable more than once on others--perhaps via dependency on another tech such as a World Mastery one. Might also work in dependencies on manufacturing or power techs, so that tiny worlds can develop into the 12-17 range in the late game when things like Quantuum Power Plants are in play.

39,509 views 9 replies
Reply #1 Top

It is definitely not a bug as far as the terraforming mechanism is concerned.  The terraform techs can be applied to tiles with a certain minimum amount of land in the tile.  The really good techs can work with 0% land.  The generation of class 20+ planets seems to result in much fewer tiles of the easier land to water ratios.  That, to me, is where the fault lies. Having a class 20+ planet shouldn't preclude minimum and marginal tiles or even really affect their percentages.  Margins and coastlines would occur regardless of the actual size of the continents.  So, I put this down to a behavior in the planet generation procedures that I consider having unintended consequences on the terraforming process.

The devs seem to think that having a 20+ planet should be considered something to be happy about in the first place, and that wanting full terraforming on top of that is just plain greedy.  They may have a point there.  ;)

However, it would be nice to have terraform techs that can't be used become greyed out with a hover tip that says "no tiles qualify for this tech" or something like that.  It should be a principle that everything the game does or doesn't do. it explains somewhere.

Reply #2 Top

Quoting erischild, reply 1
The really good techs can work with 0% land.

Then why can't a lower terraforming tech take advantage of a well-terraformed tile and work on a neighbouring tile?

Yes, I know, probably the greed thing. Still, I'd rather have the occasional Crazy High PQ world than have yet another build queue item that will never go away because I can't or won't build it.

Reply #3 Top

Quoting Philocthetes, reply 2


Then why can't a lower terraforming tech take advantage of a well-terraformed tile and work on a neighbouring tile?

By their mechanics versus narrative logic, "terraforming" is a misnomer.  Our citizens aren't really reshaping the map, just finding ways to utilize the less favorable areas. Utilizing one tile doesn't do anything plus or minus for neighboring tiles. No adjacency bonuses here. For me, that bit of narrative logic breaks down when I can only use a so-called terraforming tech just once. Surely, when I was applying the techniques of Universal Soil Adaptation to make one worthless ocean tile usable, I would have taken notes and been able to duplicate the trick. For all my ocean tiles. But, that is even greedier than your point and therefore I never ever mention it. Ever. ;)

Reply #4 Top

Last night i noticed something i never saw before..... tile bonuses on unterraformed tiles?? After conquering a minor race.

 

That means those two tiles were available at the start of the game rite?

 

I had some terraforming options left so i terraformed one of those tiles but the other one i didn't need. Just strange.

Reply #5 Top

Quoting Mystikmind, reply 4

Last night i noticed something i never saw before..... tile bonuses on unterraformed tiles?? After conquering a minor race.

 

That means those two tiles were available at the start of the game rite?

 

I had some terraforming options left so i terraformed one of those tiles but the other one i didn't need. Just strange.

Right.

If you were conquering, then it is probable that, while invading the planet, you destroyed several "sectors", which is what the invasion results screen calls the tiles.  This is different than destroying improvements. Those tiles (sectors) were usable, and probably in use, up until you destroyed them, you vicious tyrant, you.

Reply #6 Top

Quoting erischild, reply 5


Quoting Mystikmind,

Last night i noticed something i never saw before..... tile bonuses on unterraformed tiles?? After conquering a minor race.

 

That means those two tiles were available at the start of the game rite?

 

I had some terraforming options left so i terraformed one of those tiles but the other one i didn't need. Just strange.



Right.

If you were conquering, then it is probable that, while invading the planet, you destroyed several "sectors", which is what the invasion results screen calls the tiles.  This is different than destroying improvements. Those tiles (sectors) were usable, and probably in use, up until you destroyed them, you vicious tyrant, you.

Wouldn't that kind of thing be for if you used planetary bombardment and such? Not standard invasion? I mean even the somme in France was quickly reverted back to farmland after WW1.... apart from the occasional exploding farmer, nothing unusual at all.

Reply #7 Top

I've seen plenty of 'floating bonuses' after invasions that destroyed tiles. At least once, I was able to reclaim the resource through a...habiforming?...tech.

Reply #8 Top

I would like to be able to terraform all the land after researching all terraforming techs.

Reply #9 Top

Quoting admiralWillyWilber, reply 8

I would like to be able to terraform all the land after researching all terraforming techs.

There was a mod that let you keep using the Ultimate Terraformer but it i seem to not update anymore. The closest mod we have now probably this one https://forums.galciv3.com/469459