Okay, my game isn't going to get anywhere until I decide what to do with colonies in it. I have no clue how they should work, well, I have some clue, but not enough to work with. Anyway, I'm looking for some ideas.
What I have so far is a star generator that will place anywhere from 10 to 1000 stars on the map, and give each star between 0 and 11 planets. Each planet has it's own resources; organic, crystal, mineral, oil, gas, and a slight chance that it will have relics of an ancient race. Each planet also contains basic information about itself (incomplete) such as its class (volcanic, terra, tundra, barren, toxic, etc.), its diameter, the number of astronomical units (AUs) it is from the star, and how strong the planetary gravity is. I'm also planning to add atmosphere and temperature information, once I figure out how to calculate them.
Each star has only two bits of information so far - # of planets and intensity. Intensity effects how warm the star is, so far off planets would be considered warmer near an intense star than they would be around a dim one.
Now, I want players to be able to colonize planets that are close to their ideals (such as humans could inhabit planets with temperatures between -100 and 150 degrees, with medium gravity).
The problem is, how does the player interact with the colony? What does the colony do? Personally I want each colony to be self-maintained, so that each colony has its own tech level, its own food stores, its own material stores, etc... But you could setup delivery routes from one planet to another so that you could feed humans on a planet that can't grow food, for example. I need some opinions on how buildings should work, how they could be done, and things like that. Anyone have any thoughts?
The limitations are that, since there can be a max of 12000 colonies in the game, I have to keep the use of lists and objects down to a minimum. Otherwise, I'll reach the list and object limits very quickly...
May 1 2002, 9:40 am