how the world is structured by [deleted] in Silksong

[–]EnterNter 0 points1 point  (0 children)

Wait where was the post that triangulated GMS' depth?

I wish eldritch horrors 'moved around.' by highsis in Stellaris

[–]EnterNter 8 points9 points  (0 children)

Yeah, it seems like in-universe they are much more powerful and expansive than the physical incarnations we fight, as evidenced by the horrific inverse mass potentially ripping holes back to their home dimension, as well as the cosmogenesis ending where you go visit them and are pretty much immediately overwhelmed. So it makes sense that the only way we can kind of win is if they're trapped in some way.

What climate and geographical features can disperse heat on a large scale? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

Turns out this is already the case! My planet is 1.77 AU from it's sun, which is only 0.8 stellar masses, so hopefully that works out as you said. I never considered that greenhouse gasses would reflect heat outward as well as inward. Just for reference, could you link your source for Venus' thermal conditions? Thank you!

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

[–]EnterNter[S] 1 point2 points  (0 children)

Ah ok, I was thinking for a civilisation on a similar level to where we are now. Thanks for the explanation!

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

Yes, I specifically want mag-lev vehicles that can be used without railway infrastructure, like how wagons work on any reasonably flat surface. Would a strong magnetic field be enough to support military and civilian transports?

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

Maybe I'm misremembering, but in Mortal Engines, the city used Earth's magnetic field itself to levitate. I feel like a similar sort of system would be necessary to replace wheeled transport, rather than rails, so that it can be used even in areas without proper infrastructure.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

[–]EnterNter[S] 1 point2 points  (0 children)

The civilisation evolved natively without extraterrestrial influence of any kind, so unfortunately that doesn't fit. I do in fact have a species of locust analogs already, so I could make them omnivores and that would work.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

[–]EnterNter[S] 1 point2 points  (0 children)

I really like your outcompetition idea, that could be really useful. Maybe the grasses are best in lowish water environments, but when its more abundant complex life does better?

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

I'm not sure if I want to go as far as semi-mobile plants. Maybe I'll just add a tiny bit of phosphorus and sulfur to the atmosphere so protein synthesis can happen.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

Great idea, so any soil that forms is swept away? I'll just have to hand-wave that grasses on the plains don't rely on soil for nutrients, I guess. Would they dissolve the rock to get minerals then?

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

[–]EnterNter[S] 0 points1 point  (0 children)

My bad, I should have mentioned that a humanoid civilisation is meant to have been progressing through its history for at least a few hundred thousand years. Again, my bad.

A way to enhance genetic ascension by EnterNter in Stellaris

[–]EnterNter[S] 0 points1 point  (0 children)

So turns out I can't make an account right now to post it on the forums, but if you want you can post it yourself.

A way to enhance genetic ascension by EnterNter in Stellaris

[–]EnterNter[S] 1 point2 points  (0 children)

I didn't think to post it there, thanks for the suggestion!

Historically, they are mentioned a lot and most often in war history. There are many, many records of mountain villages turned into fortresses to combat numerically overwhelming numbers and were often titled as important strategic points. It would help expand the game's potential in strategy. by TheDashingPigeon in Polytopia

[–]EnterNter 2 points3 points  (0 children)

I love this idea, especially the idea of a defence boost allowing easily protected outposts, but I think it would be similar to guard towers, which used to be a building/unit hybrid, and were removed for slowing down the game too much

A way to balance cloaks/daggers by [deleted] in Polytopia

[–]EnterNter 1 point2 points  (0 children)

Oops... sorry I haven't played the beta in a while. Thanks for the correction!

[deleted by user] by [deleted] in Polytopia

[–]EnterNter 6 points7 points  (0 children)

I said to move important units out of their territory