How do YOU plan your home planet?

Just wondering what people place on their first planet and why. Being still new, there's a lot of options, and it's always a hard decision.

I usually stack with about half factories, a few research buildings (depending on bonus tiles), and an economy building or two.

It takes a while to pull out of negative income, and I'm seeing that this is one of the harder, more important hurdles to conquer, is an early stable economy.

So what do you guys put on your home planet, and why?

And what do you do to create a positive income quickly so you can begin other colony building?
22,272 views 28 replies
Reply #1 Top
2 factories, 2 research labs, 1 Embassy, 1 Stock market, 1 Farm, 1 Happiness Centre, leave the remaining spaces for planetary defence structures once researched.

Only variance on this teheme is based on tile bonuses, which i always utilise with the appropriate structure.
Reply #2 Top
I usually build 2 to 4 factories depending on tiles. Usually only build 1 or 2 at first, 1 entertainment, 1 farm and usually 4 or more sometimes , market centers and concentrate on economic research upgrades. I do this on at least 3 planets some have had as much as seven stock markets. A lot depends on the size of the map and how much threat you are facing.I also research government upgrades these really boost your income also enabling you to lower your taxes to keep the people happy.If your also worried about ship production I usually have dedicated shipyards/manufsacturing capital that can turn out large and huge ships in 6 turns or less. With a strong economy production and military power fall right into place. by the way those markets generate good cash even if your population is low on the planet. Hope this helps somewhat,Good luck!
Reply #3 Top
Yep, just the kind of responses i was hoping for. It helps quite a bit. I build mine similarly. I play huge maps right now with low threat opponents, just so i can get the familiarity of expansion under my belt before taking on aggressive opponents.

--End Transmission From:
Obnoticus: Lord of the Rediculoids
of planet Home Depot II.--
Reply #4 Top
I have two layouts depending on galaxy size, because I only build transports for big maps (for small ones I buy or I forego it altogether).
- for the colony rush I need four factories: While building #1 I buy 2,3, and 4 (That's one speedy colonizer every other turn). After colonization I use my production capacity to build early key wonders: economic capital (lots of early population s on the homeworld), dipl. translator, restaurant, X.-hulls, Cristals, TirQuan and evil buildings (for evil games). I use all kinds of production tiles, but only to reduce the number of factories I build (too expensive otherwise)
I then build a seperate research planets.

- if there is no colony rush (small map) - I buy a science building (ideally on a +100/+300) and go 100% research while I buy my colony ships. I later build the homeworld into a science planet or a wonderland (after a few factories) depending on tiles (but usually with two to three factories - I find it very difficult to build using science buildings with focus exclusively).

I never use farming or culture tiles on my homeworld.

Reply #5 Top
All factories and a manufacturing capital to get ships out right away, but that's probably not a good way to go for sparse galaxies. I always play abundant and I rely on cash anomolies heavily in the beginning.

Reply #6 Top
Why do people use farms on their home planet? My home is always the lowest morale, primarily due to population alone.
Reply #7 Top
I do it when I'm playing a map that's got abundant habitable planets. That way, I can keep from going too lean on population as I'm churning out colonizers every turn.

Dunno why anyone else does.
Reply #8 Top
my home planet always depends on what precursor artifact are there, but if none no farms or embassies. usually 3 to 4 factories and 1 power plant, 1 planetary defense the rest economic structures.
Reply #9 Top
New to DA (one day so far) so still haven't found out what a power plant does... lots of new things to discover in DA, but I'm the same so I guess it's pretty much normal, usually 3 factories, entertainment and a couple markets until I get out there.
Reply #10 Top
I never put a farm on my home planet as it kills the morale there even if you put 3-4 morale buildings as well! For me its factories and manu capital all the way
Reply #11 Top
Farms 'hurt morale'

?


if you're at:

5.85/6.00

idn't that ^ the time to build a farm?..... I usually wait until then...
Reply #12 Top
Farms 'hurt morale'

?


if you're at:

5.85/6.00

idn't that ^ the time to build a farm?..... I usually wait until then...


Homeworlds start with a 12.00 population cap rather than the usual 6 from colonised worlds (Unless this changed in DA)

Higher populations also bring a drain on morale due to overcrowding and (in DL 1.4) it really begins to take effect when the population hits 18.00. I personally find one farm on a larger map (Large to Gigantic) rather useful, as more population = more income and more people to colonise with. On smaller maps, where the colony rush is much shorter, I'll leave farms off my homeworld as the population increase isn't needed and the extra income becomes barely noticable.

I personally like a balanced approach on my homeworlds, or at least to begin with. Usually it consists of 2 factories, the starport, 1 farm, 1 market (2 if I can't be bothered with the embassy), 1 embassy, 1 lab and 2 morale buildings.
Reply #13 Top
Someone, I beleive it was Wyndstar, did an analysis of farm/morale/tax income/economic structures. It was relevant to making sure every tile is maximized for production. But usually, i use farm on the 5.85 planet assuming its pq >10. I hate doing it on lower quality planets because morale becomes a factor on these planets.

I never ever put any kind of farm on my homeworld. 16 is plenty pop for me and regenerates plenty fast for my colony phase, and plenty face for troop transports when that comes around.

I build homeworld with factories first....usually 4 to get production up...then i fiddle with econ/morale structures as necessary. I usually build several econ planets and several research planets that have minimal factories and maximal econ or research.

I usually like political capital on my homeworld, usually upgrading a morale stucture, because of its morale boost and a side benefit of the influence, really beneficial on a large pop planet.

I save manufac capital for a specialized production planet - usually a larger pq planet.

And its always good to see what others do and what strategies they employ...
Reply #14 Top
One addition to farm-building. Near the end of a game I will make sure each world has enough farms to make it to around 20B, in order to pump up the score a bit with higher pop. If score isn't a consideration for you then it's just a detriment, due to the drop in morale.

Sentient species taste better... Sentient species taste better...
Reply #15 Top
By the time my home planet is complete, i usually have 4-5 production buildings 4-5 ecomoic buildings, 1 moral, 1-2 labs, starport and probaby one of the earlier wonders. If i dont come across a better planet, i will use my capital as my economic capital since it already has a higher pop limit.

Most of my planets wind up as mixed planets, except for the technologic and manufacturing capitasl, but even the tech capital will havce some factories at the beginging to get things built. The locations of planets have a huge factor for me. As some planets get further away from my borders (as my empire expands) i will convert then to tech or economic only buildings and eventuyally take away any straports they might have. Even my Home Planet might get a late game conversion if its too far away to really be needed as a ship bulder.
Reply #16 Top
Something like this usually suits me well...

Reply #17 Top
1 Civilization Capital
1 Starport
1 Morale Building (Ideally the Political Capital)
x Factories, where x=(PQ-4)
1 Power Plant
Reply #18 Top

Something like this usually suits me well...


Ummm thats helpful if you are you and know what each of the icons you have built represent. Please indicate what the icons are for those that do not appear on the list!

Thanks

Reply #19 Top
You should recognize the research center, multimedia center, banking center, industrial sector, and manufacturing capital. The ones you probably are not recognizing are the Omega Defense System which doubles the hit points of ships in orbit (Planetary Defense Techs), the Quantum Power Plant which provides a planetary manufacturing bonus, and the Articial Slave Center that provides an empire-wide 50% military production bonus. That one is obtained through the Concepts of Malice tech available when playing evil alignment.

Personally, I wouldn't put the Artificial Slave Center and Omega Defense System on my homeworld. I'd set up a higher class planet to build and defend my critical projects. I'd also use the politcal capital to offset the 16b homeworld approval hit instead of a regular morale building. Other than that, looks like a good way to go.

Reply #20 Top
Why do people use farms on their home planet? My home is always the lowest morale, primarily due to population alone.


More people equals more taxes and once you have the 3rd farming tech researched it also mentions a happiness increases though im not quite sure for what?

Reply #21 Top
Artificial slave center doesn't provide an empire wide bonus AFAIK, it's planet specific.
Reply #22 Top
  Awesome! Thanks for all the feedback guys

It appears the general consensus is, no matter what your tastes are, a balanced home world is ideal. No major stacking of 1 type or another seems very popular.

Several factory type buildings, then a variety of economy/research/misc buildings is the pattern.

And to answer MrVegetable's unsure statement of the pop cap: even in DA, the homeworld's default pop cap is still 12.

What I think is great about this game is the vast differences in play styles, that are obvious even in how your home planet is built. You can identify who prefers to go gung ho for the 'ships in your ass early' style, or the 'money makes the world go round' approach just by the differences in preferred homeworld set ups.

And just to chime in, My general lay out is 4 or 5 factories then equal research/economic buildings, varies by 1-2 depending on bonus tiles. From then all <10 quality planets become balanced, hybrid planets (and where I choose to put my influence buildings), all of my 10-12 quality planets become manufactories with a starport to crank out ships, and all of my >12 quality planets become research or economy hives. Save for 1 16+ quality planet which i make my production capital, as it's usually on the outskirts of my territory, so i can pound out ships deep into the map quickly.

Non-informative side story: I once stumbled upon a 26 quality planet within 10 turns of a start and let giddiness overtake logic. I planned on it being my production capital so researched directly for manufacturing centers, then quickly learned that pounding out 20+ manufacturing centers and a production capital does not bode well AT ALL when you were still in the negative earning each week when you started that project.

The Rediculoids begrudgingly lived up to their name that day.

--End Transmission From:
Obnoticus: Lord of the Rediculoids
of planet Home Depot II.--



Reply #23 Top
using the green thumb ability (+10% to planet quality)

HW is 11 PQ planet:
7 Factories
1 Farm
1 Starport
1 Happiness


I go with the 1% military, 99% social, and 0% science with all planets later "focusing" on science.

And I buy a factory a turn on the home planet to get it up and running. While expensive for the first few factories, it costs less ten 50 credits for the last few since they are mostly built (2 turns to build, but after turn one it is over 80% built)

I also buy the "second" turn of the hapiness building... basically a structure a turn... by turn 10 my HW is fully built and I can pump out colonizers at a rate of 1 every 2-3 turns WITHOUT purchasing them... this leaves me with thosands of treasure to go through the initial colony rush...

On bigger maps with lots of anomalies I make almost every planet have 1 farm, 1 or 2 money, and all the rest factories... I can build survey ships using the cargo hull with one survey module, a bunch of engines, and maybe some range(the surveyor ships that are provided are all using small or medium hulls, that is a very bad idea!).
The surveyor provide me with tons of money, aswell as free research (25% towards research). 5 or so surveyors would quickly make you the most powerful civ... just make sure to research things well beyond your capability (like, industrial sectors and galactic stock exchange) so that you get the most free RUs.

On smaller maps this technique stalls, and money is a much bigger issue, requiring me to manage things much more carefully... (in other words, avoid high industry tech... your planets will upgrade and the extra maintenence combined with extra construction expenses will kill you!)

PS. I save my manufacturing capital / econ capital for that elusive 20+ PQ planet that is always lurking somewhere nearby...
Reply #24 Top
Before 1st Colony Rush: all factories and Manufactory Capital
After 1st Colony Rush: build econs, 1 morale, and wonders over some factories. Keep around 4-5 factories, less if have bonus tiles
Reply #25 Top
My home world is usually mostly factories or all factories, plus, eventually one farm. Sometimes I trade in a couple of economic factories instead of all factories, depending on how my economy is running.


Artificial slave center doesn't provide an empire wide bonus AFAIK, it's planet specific.


It is an empire wide bonus. It just doesn't show up directly in any of the stats. Even better, it's a multiplicative bonus, not an additive bonus.

I.E.
I produce 100 Military industrial units.
My racial and other bonuses are 100%
I have the ASC

Additive would be:
100 * (1(base) + 1 (racial bonuses)+ .5(ASC) or
100 * 2.5 = 250

Multiplicative, as it is:
100 * (1(base) + 1 (racial bonuses)) * 1.5(ASC) or
100 * 2 * 1.5 = 300

In addition, I'm one of the few people who does use the 300% farm bonuses. I found that you really don't need to worry about population approval, except during election weeks (change your tax rate the week of and change it back the week after) and when you are trying to actually grow your population. I found just letting the population growth peter out on the outlying (approval wise) planets works pretty well.