nmull wrote:The ability to terraform your planet would not only make the planet more aestheticly pleasing but it would be practical in the sense that it would change life on the planet. For instance if I had an ice planet with slowed production and wanted to extract more resorces out of it I could terraform it into a molten planet where minerals and resources would be more easily available. This would also fit nicely into the game as an expensive and difficult to obtain one use item.
With terraforming, planets would each have there own use. For instance:
Desert: Trade
Ice: Spacestation Friendly
Terra: Population
Volcanic: Mining
Desolate: Industry
Liquid: Science
Oh no! time for another forum newbie to revive a long dormant topic that was dead on arrival the first time it was proposed!
Note: Even though I have followed this project daily for the last 8 months, there is a lot of stuff that I don't know, so please pardon (and feel free to correct) any ignorance on my part.
I don't think I agree with nmull's suggestion to have terraforming allow a planet to perform one function, but this thread seemed to be the closest to my thoughts.
While sitting at my work desk today, thinking on limit theory instead of work, (on break, of course!

) I though to of a few questions:
0. How deep will the RTS game play be in Limit Theory?
1. What are the large scale projects that highly developed players and AI can work towards in the "end game".
2. Will there be AI factions large enough to be considered Empires rather than Corporations?
3. Will there be penalties (i.e. waste/corruption or another limiting factor) for having too large of an "Empire" to prevent a single aggressive and dominant AI from taking over 1000's of sectors over time?
4. If so, would there ever become a time that upgrading the planets you already control in a more substantial way than just a new city gives you more benefit than developing a new planet?
5. How important will planets be to trade, manufacturing, etc...? (more or less than stations?)
This idea makes the big assumption that the answer to Question 5 is planets are important:
Josh has previously mentioned finite universes as being an play option when limit theory is released. Smaller universes tend towards more strategic play because there are simply less sectors to go around. My suggestion is that terraforming be incorporated into limit theory as an RTS aspect of the game for players who play in a single universe for an extensive amount of time. Terraforming would be a valuable way to enhance* planets (or sabotage enemies!

) later into the game when new planets are hard to come by and technological know-how is high.
Note: Terraforming would also be more relevant to larger universes if the answer to question 3 is yes.
Terraforming could require the ability to collect elementary gases/elements (H/He, Ore, etc..) from the universe, use large scale fusion to create the rarer elements required (O/N/C, etc...) packaged into expensive-to-produce "terraforming units" and delivered to the intended planet by ships.
*(Terraforming would by definition make a planet more tolerable to a race allowing more population to inhabit a planet, increasing trade, productivity, and importance to a sector. It would probably need take a substantial amount of resources and tech to be balanced.)
Thanks for reading. I should stop fantasizing at work.
P.S. Perhaps "Terraforming" is not exactly the right word. Perhaps the more general "Planet Manipulation" is more relevant.