Code:
-- Earth-class planets...
planet_type = {
id = "green",
name = "Verdant",
name_patterns = {"VVCCC","CVCCV","CVVCV"},
-- Production:
exports = {
{"agricultural", 2.0}, -- production per annum
{"lumber", 1.5},
{"light metals", 1.5},
{"medium metals", 1.0},
{"terraformables", 0.5}
},
-- Consumption:
imports = {
{"fissables", 0.66}, -- imports per annum
{"heavy metals", 0.75},
{"electronics", 1.00}
},
bombard = {
threshold = 500, -- damage points a world can take...
transform = "desert", -- turns into this when "dead"
recovery = 50 -- points recovered per annum
},
terraform = nil,
description = [[
A verdant world covered with forests, plains, and a high amount of plant life. There is nothing it can be terraformed into, though nuclear bombardment has a tendency to kill these worlds. These worlds are rarer and very valuable. Valued exports are agricultural, lumber, and things used to terraform other worlds.
]]
}
-- The desert world...
planet_type = {
id = "desert",
name = "Desert",
name_patterns = {"CVCVCV"}, -- whatever. :P
exports = {
{"glasswares", 1.75},
{"silicates", 1.50},
{"electronics", 1.25}
},
imports = {
{"agricultural", 0.75},
{"light metals", 0.25},
{"medium metals", 0.33},
{"heavy metals", 0.40},
{"fissables", 0.50},
},
bombard = {
threshold = 300, -- desert worlds are fragile
transform = "glass", -- and turn into glass-worlds,
recovery = 0 -- but never recover from damage!
},
terraform = {
threshold = 1200, -- costly terraforming
transform = "temperate", -- turns to a half-desert world
cost_mod = 1.0
},
description = [[
A desert world requires maintenance for survival, but produces components valuable to society: electronics. Other minor exports do leave the world, but these do not recover the cost of maintenence so well as electronics do. While costly to maintain, these worlds can be terraformed, without extravagant cost, into more valuable temperate worlds.
]]
}
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