Planet Special Bonuses and Artifacts

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Arcalane
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Planet Special Bonuses and Artifacts

Post by Arcalane »

Quick dump for special bonuses and the ancient artifacts. Suggest your own!
Bonus
Name:
Rarity: How often the bonus occurs, compared to other bonuses.
Effect 1:
Effect 2:
Effect 3:
Description: Appropriate description, if any. Does the planet have particularly fertile soil, increasing the food that can be grown and thus the population supported?
Bonuses are fairly rare but there can be several of them scattered around. Try and focus on passive bonuses to the planet's basic things like Conditions and so on. They can also be one-shot things that the planet owner can choose to expend at an appropriate situation, yet maintain as a kind of frozen asset, like a cache of abandoned pirate plunder.
Artefact
Name:
Effect 1:
Effect 2:
Effect 3:
Description: Some fluff/backstory/description about the Artefact. Where's it located? What does it do? Does it require vast amounts of power? Does it contain forbidden, alien knowledge?
There may likely be only ONE of each Artefact (barring certain one-use Artefacts), and they will be scattered randomly about the map. You won't know where they are until they are uncovered, or even what they do and what they are called until they've been researched!

Some of them might be apparent in a system from the moment you enter, but others might have to be dug up from under the sands of alien worlds.

~~

BONUSES:
Bonus
Name: Fertile Planet
Rarity: Common
Effect 1: Increases maximum population by <x>(%?)
Effect 2: May not occur on planets with less than Decent Conditions.
Description: Appropriate description, if any. Does the planet have particularly fertile soil, increasing the food that can be grown and thus the population supported?
Bonus
Name: He3 Deposits
Rarity: Common to Rare
Effect 1: Only occurs on gas giants.
Effect 2: If a Gas Harvester is present at a gas giant with He3 deposits, the research costs of the Fusion Cores tech is reduced by 3 to 5 points.
Effect 3: Gas Harvesters can convert He3 into PHATCASH, increasing their resource production on gas giants with He3 Deposits.
Description: This gas giant has an unusually high concentration of Helium-3 isotopes in it's upper atmospheres. Helium-3 is a supposedly key component in fusion research, and is also economically useful as a trade good.
~~

ARTIFACTS:
Artifact
Name: Old Empire Depot
Effect 1: May provide Old Empire ships or ground vehicles
Effect 2: May improve quality of all of the owner's ground forces
Effect 3: May contain construction supplies for <x> turns worth of production, reducing costs at planet by <y>% until exhausted.
Effect 4: May unlock new ship weaponry or research topics
Description: This planet was host to an Old Empire Depot, which may still contain relics of the Old Empire. There may be multiple surviving Depots across Old Empire space, though their contents will of course, be somewhat varied. Most Depots can only be "used" once, though others may have more lasting effects on a Faction.
Artifact
Name: Subspace Gate - Size <x>
Effect 1: Each turn, the owner may teleport up to <y> amount of ships through the Gate per turn to any known system. They must have at least one of their own ships, or an allied ship, in the target system in order to provide subspace exit co-ordinates.
Effect 2: Civilian shipping, if permitted, may use the Subspace Gate. They do not count against the per-turn usage amount, and the reduced travel time increases trade income by a small to moderate amount, though complications are possible.
Description: Massive and ancient artificial constructs, Subspace Gates are one of the Ancient's greatest achievements. Capable of transporting a limited number of ships per turn to anywhere on the map (so long as a friendly ship acts as a 'beacon' and provides navigational data), the Subspace Gate offers it's owner considerable tactical, strategic and potentially even economic benefits.
Artifact
Name: World Barrier
Effect 1: When activated, prevents parent planet from being attacked.
Effect 2: Disables all planetary trade income.
Effect 3: ???
Description: A vast array of ancient shield generators, the World Barrier is yet another magnificent relic of races long past. The Barrier may be activated (indefinitely?) to prevent orbital attacks or troop landing, but during this process, all planetary income and production is disabled. Once the barrier is shut down, it must remain idle for twice as many turns as it was active before it can be activated again. For example, if the shield is activated for five turns, then disabled, the user must wait ten turns before activating it again.
Artifact
Name: Fleet Accelerator
Effect 1: Increases the Fleet Actions of all fleets by 1.
Note: Does not take effect until artifact has been owned for one turn.
Description: A cache of easily-replicated receiver units and a specialized, irreplaceable transmitter, the Fleet Accelerator increases the movement/etc. capabilities of your fleets. Take in mind though that if the transmitter is seized by an enemy faction, the beneficial effects to your faction cease immediately. It takes one turn to distribute/replicate and install the receiver units, as well as re-tune them after reacquiring the Accelerator, during which time it's effects are not felt. It costs nothing to replicate and install the receivers.
Last edited by Arcalane on Sun Apr 04, 2010 6:08 am, edited 2 times in total.
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Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Re: Planet Special Bonuses and Artifacts

Post by Arcalane »

Just a quick bump to note that I've slowly been adding artifacts to the list whenever an idea comes to me.
  /l、
゙(゚、 。 7
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 じしf_, )ノ
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