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A little esthetic suggestion

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12 years ago
Aug 10, 2012, 9:00:56 AM
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[Idon'tknowifI'mintherightplaceforthis]



I've played yet 5 races (Cravers, Horatio, Sowers, Hissho and Amoeba). As far as I could see, the esthetic of the cities (and of the huge buildings on it) is always the same : huge amount of lights in direct lines - as the american way of building.

I think it would be nice for the atmospher of the game that each race has his own way of developping on a planet.



For example, Cravers' planets could have huge clouds of ashes spreading little by little on it.



I don't think I've seen someone asking for this yet, and I don't know if it is doable.
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12 years ago
Aug 10, 2012, 9:09:40 AM
I always love the idea of new visual effects, and the devs seem to have a good track record of implementing planet visuals. Hopefully race-specific details are introduced. smiley: smile
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12 years ago
Aug 10, 2012, 9:16:39 AM
I also think things like arcology's that can be seen from orbit would be cool.
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12 years ago
Aug 10, 2012, 12:03:19 PM
Of course, and specific esthetic planet developments would follow the same idea.
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12 years ago
Aug 10, 2012, 1:37:55 PM
To see a Craver swarm from orbit sweep across the planet would truly be a sight to behold.
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12 years ago
Aug 10, 2012, 1:44:46 PM
Note that in my proposition, it would be nice to have that for each race (but I only had examples for the Cravers in mind)
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12 years ago
Aug 10, 2012, 2:32:51 PM
Indeed!



I would also love to see planes and such going from the major citys!
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12 years ago
Aug 12, 2012, 3:04:50 AM
I agree with this suggestion, I wouldn't have thought of the Cravers filling the planet with pollution, although that makes sense. It would be interesting if each default faction had their own visually identifiable way of developing planets.



Cravers might expand outward in a very opportunistic manner, producing huge agglomerative hives in the centre of sprawling tracts of heavily exploited and dying biomes, with vast arterial lanes extending outward from the hive clusters like asymmetrical spider webbing into the resource-extraction zones. The appearance of a well-developed Craver world might even change as they accumulate Locust points.



Another good example would be the Pilgrims: it would make thematic sense for a heavily populated Pilgrim planet to have only a small number of visible surface settlements, a handful of major cities dispersed around the globe and probably close to the equator, but with many large orbiting habitats. Most of their population would live in low orbit, in geosynchronous and tidally locked ships and stations and orbital rings, with large amounts of orbital traffic and also travel between geostationary orbital habitats and equatorial groundside settlements.



The Amoeba would probably have beautiful, highly artistic colonies primarily spread out across and around water deposits such as oceans and seas - they might be less inclined to "concentrate" their cities, with very little that we would recognise as "roads" or "infrastructure"; instead, their habitats might take various shapes, such as spirals, fractals, or irregular "amoeboid" shapes, with pseudopodic, axonal, or dentritic extensions or tendrils reaching out from city to city, connecting populations and minds like conjugal fibre optic cables. They might have a shifting spectrum of colour, with abstract smears and whorls of rainbow light "moving through" various cities and their connective features. As a species they would probably value "city planning" as much for its aesthetic qualities as for its functional, technical qualities; and given their ability to spread and share their minds beyond the strict boundaries of their individual bodies, choosing to build their habitats in these exotic forms might hint at the sort of exotic social and mental lives of the populations who live in such places. The physical shape of a population centre might indicate just how the inhabitants choose to connect to each other - not in tight little circuits and congested roadways like among modern humans, but in strange, interconnected ecologies of long-range socialisation, like the abstractions of a culture made observable, like thoughts propagating through the structure of a vast brain at the speed of electrochemical transduction.



Every faction could have their own unique thematics and visual language associated with their city building, these are just a few.
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