Terraforming Satellites
Most of the satellite code is finished. Still need to make some transitional effects and better satellite and rocket models.
The Cog High Command can now launch terraforming satellites (TFS) to protect their cities as they see fit. Decisions are made by a sophisticated Cog AI algorithm that goes like this:
if randf() < .1:
try_launch_satellite()
A TFS will completely shield all cities under its beam. However, it's a double edged sword for nasty Cogs. If satellite's control tower is destroyed (by obliterating the host city), powerful terraforming tech will go rogue, wiping out all cities covered by the beam, and destroying itself in the process.
Shielded cities can control other satellites thus creating opportunities for player to chain TFS kills.
Just for fun, a name is generated for each satellite, derived from a name prefix of the city that launched it. For example:
Toxichampton -> TFS Toxicia
Estimator River -> TFS Estimatorea
Solventdale -> TFS Solventio
etc...
Here's a dry breakdown of satellite rules. As with other design element in the game, I'm sticking to strict either/or approach. No transitional zones, decimal values or gradual effects... :)
- Each year(turn) The Cog High Command decides whether or not a TFS will be launched.
- Only one TFS can be launched per year.
- A TFS is launched from a random city (size 3 or larger) and positioned over another random city.
- City that launches a TFS must not be shielded itself.
- There should be no beam overlaps between TFSs.
- A city is 100% protected if its center is inside the TFS beam. Otherwise it's completely unprotected, even if partially inside the beam.
- TFS can be destroyed only by destroying the city that launched it.
- When TFS is destroyed, all cities under its beam are destroyed as well.
- Meteor strike will destroy all TFSs whose beams overlap with meteor impact area.