Given the number of Class 0 planets in the average game, even with common or abundant habitable worlds, I often seen a number of entire systems reduced to nothing more than obstacles for my fleets the maneuver around.
Given that, I was looking into the possibility of creating remote mining capabilities. Something similar to a colony module that would allow a ship to create a 'mining operation' on a planet much like a ship creates a new colony on a Class >1 world. They would provide a fixed income, be upgradeable in the same manor star bases are, flying more mining ships would allow additions to increase the income.
I'm by no means an expert at modding galciv2, but looking at the colony module / Initial colony improvement and constructor module (which I thought was a good basis to start with), it appears the "Colonize" and "ConstructStarbase" abilities are handled by the game code and really can't be altered by modders absent an SDK from stardock.
The option I hit on was a new module for the economic starbase, however, I don't see a way to make the bonus dependant on class 0 worlds inside the starbase's sphere of influence, nor do the "Trade" or "ProductionAssist" module types really fit what I'm trying to do.
Stardock looks like the provided great ability for us to alter game content, but game mechanics are locked up pretty tight.
Right now, I'm not sure it's possible to do what I'm attempting at all; so I came here to see if any of you good people had any insight on how or if this could be done, or at least approximated.
Thanks.