Shattered Ring with Guaranteed Habitable Worlds? (2024)

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MD.Hameshy

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    • #1

    Now that Shattered Ring is just a common planet, why not letting it have the guaranteed habitable world again?

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    Deshiba

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    • #2

    MD.Hameshy said:

    Now that Shattered Ring is just a common planet, why not letting it have the guaranteed habitable world again?

    Rather then guarenteed habitable worlds, the other 2 ring segments should be open for colonization and behave like planets too.

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    • #3

    Deshiba said:

    Rather then guarenteed habitable worlds, the other 2 ring segments should be open for colonization and behave like planets too.

    You mean regular planets with regular districts, or ringworld districts?

    Because it changes. Everything, going from moderately broken, to totally OP. We speak about 2 potential size 25 "planets" with 100% habitability in your home system.
    Ringworld origin is by far the most OP origin, I don't understand why it would need more buff?

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    • #4

    Zagreb 887 said:

    You mean regular planets with regular districts, or ringworld districts?

    Because it changes. Everything, going from moderately broken, to totally OP.
    Ringworld origin is by far the most OP origin, I don't understand why it would need more buff?

    With the update they made it so that shattered rings base ringwold section doesn't have it's usual segment districts.
    Instead you now get regular districts:

    • City District
    • Industrial District
    • Trade District
    • Mining District
    • Agriculture District

    Shattered Ring with Guaranteed Habitable Worlds? (111)

    If you just duplicate this for the other 2 shattered ring sections too then you'd have your 2 "guaranteed habitable worlds".

    I am aware that this subverts the settings in the options, but so does the Void Dwellers origin. It's not that big of an issue.

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    • #5

    You mean regular planets with regular districts, or ringworld districts?

    Because it changes. Everything, going from moderately broken, to totally OP. We speak about 2 potential size 25 "planets" with 100% habitability in your home system.
    Ringworld origin is by far the most OP origin, I don't understand why it would need more buff?

    One needs to invest so much into rebuilding the other parts of the ring, it is a mid-game thing and a mid-game bonus is NOT OP by any sensible metrics.

    Now, if the other sections were habitable right away, that would change things, but as of right now ring is only OP to those who don't understand the difference in value between early bonuses and mid-game bonuses.

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    • #6

    Honestly, the other two segments should be habitable with a ton of blockers. Currently, its literally a worse version of relic origin with that ring habitability.

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    • #7

    Access to the other 2 ring segments from the get go is too strong even with blockers, IMO, but I do think that the origin should get regular guaranteed habitable worlds back, and regular habitability. I think stacking the nerf in 3.1 with the one it got in 3.0 is too far

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    • #8

    There's also the fact that the worse thing you can do is actually fix the segment you live on first compared two having two other ring segments. Even if you reduce the cost by half, its still massively better to have another segment to colonize

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    • #9

    covya said:

    Access to the other 2 ring segments from the get go is too strong even with blockers, IMO, but I do think that the origin should get regular guaranteed habitable worlds back, and regular habitability. I think stacking the nerf in 3.1 with the one it got in 3.0 is too far

    How exactly is access to the other 2 sections too strong but 2 habitable worlds fine? The only difference between a non-upgraded section and a habitable world is that 1 has a trade district, while the other has a generator district. There's literally nothing else differentiating them.

    If anything getting guaranteed worlds is stronger in the long run.

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    • #10

    Deshiba said:

    How exactly is access to the other 2 sections too strong but 2 habitable worlds fine? The only difference between a non-upgraded section and a habitable world is that 1 has a trade district, while the other has a generator district. There's literally nothing else differentiating them.

    If anything getting guaranteed worlds is stronger in the long run.

    the fact that the ringworlds would be size 25 is a huge differentiating factor

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      • #11

      covya said:

      Access to the other 2 ring segments from the get go is too strong even with blockers, IMO, but I do think that the origin should get regular guaranteed habitable worlds back, and regular habitability. I think stacking the nerf in 3.1 with the one it got in 3.0 is too far

      Yeah. They removed the guaranteeds and put the habitability because it was a "super" planet, but now is a "regular" planet that continues with the nerfs.

      "But it can be repaired!"
      Offcourse, after you reach some of the last technologies in the game... You receive nothing from the start, have maluses because of it for the possibility of receive a megastructure after spending a ton of resource.

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        • #12

        covya said:

        the fact that the ringworlds would be size 25 is a huge differentiating factor

        That is why blockers with a lot of cost to removal exists...

        covya

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        • #13

        MD.Hameshy said:

        That is why blockers with a lot of cost to removal exists...

        oh and were those added on regular guaranteed habitable planets while I wasn't watching, letting you get your core worlds to size 25? no? great, so it's a differentiating factor. Blocker removal cost is ridiculously easy to stack, even in the early game.

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        • #14

        covya said:

        the fact that the ringworlds would be size 25 is a huge differentiating factor

        If this is an issue at any time, you can just scale the 2 sections to be size 18 or 15 instead. It's really a trivial problem you are posing here.

        EDIT: Also, regular empires have ways of expanding far beyond the guaranteed habitable worlds. This means that unmodified you only get a planet size of 3 times 25 instead of a potential 8 times 10-20. The ring-world preference modifier is nothing to scoff at my dude.

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        • #15

        Deshiba said:

        If this is an issue at any time, you can just scale the 2 sections to be size 18 or 15 instead. It's really a trivial problem you are posing here.

        It really isn't. The mineral districts giving alloys, which can be multiplier by the much more readily available worker output modifier, is another advantage you are overlooking.

        Edit to address your edit:
        I literally suggested removing the ring-world preference to give access to regular worlds RATHER than giving access to the other 2 ruined ring sections, so that isn't a counter argument.

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          • #16

          covya said:

          oh and were those added on regular guaranteed habitable planets while I wasn't watching, letting you get your core worlds to size 25? no? great, so it's a differentiating factor. Blocker removal cost is ridiculously easy to stack, even in the early game.

          Why don't a perpectual blocker with minus districts?

          it's a shattered ring and those sections are the closest to the damage after all.

          -10 perpectual blocker just to make you happy!

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          • #17

          MD.Hameshy said:

          Why don't a perpectual blocker with minus districts?

          it's a shattered ring and those sections are the closest to the damage after all.

          -10 perpectual blocker just to make you happy!

          And removing the ability to build the mining districts too, right?

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            covya said:

            And removing the ability to build the mining districts too, right?

            Fine by me, after all is a district worse than the original.

            But as was stated, that is like a bandaid.

            I think that the ideal is removing the habitability preference and giving back the guaranteed planets.

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            • #19

            covya said:

            It really isn't. The mineral districts giving alloys, which can be multiplier by the much more readily available worker output modifier, is another advantage you are overlooking.

            I'm not overlooking anything at all. The issues you are describing can all easily be solved. This one is resolved by just reverting the change that added alloys in the first place. Go back to the generator modifier that gave you +12 alloys (or whatever the number was).

            I don't know why you are being this uppity about Ring Worlds. So far this is the only other origin that has no way to expand other then RNG and "late" game tech. In this sense it's become a challenge map similar to life seeded, but life seeded comes online sooner on the tech tree.

            I see nothing wrong with giving them the option of colonizing the extra 2 sections. Sure it would need to be play tested and balanced with proper numbers to get it just right. But it's better then the current option of not being able to expand at all and getting outscaled before you can even reach the tech you need to play.

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            • Sep 15, 2021
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            • #20

            covya said:

            And removing the ability to build the mining districts too, right?

            Honestly, you can put in a growth penalty and -20 habitability as well. The extra worlds is really important for the building slots by itself. Ringworld origin is just that terrible that anything would be an improvement as long as we get access to the other segments without a late gane tech.

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