Re: Mining mounts and making resources different
I'm not sure where rads would come from. Organics are definitely grown based on solar, and minerals definitely asteroid based for best results.
Since remote miners deplete values, I would make them take alot more minerals than anything planetary.
I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.
Rads could either be thought of literally as uranium or such, or as energy forms. I like the idea of using Rads as stored energy.
So a solar Rads generator could work alongside with the solar Orgs generator.
In any case, I think most basic ships should cost most organics, so that the maintenance will be predominantly that.
High tech energy weapons could be rads like they are now, and projectile weaponry could be mostly minerals.
I want to emphasize organics for most mundane stuff. Manned spaceflight is much more expensive partially because of all the food and such needed, so the costs of most ships should reflect that. If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
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