Brysos

What would you do with a class 26 planet?

What would you do with a class 26 planet?

I started a new (TA) game as the Terran Alliance. The difficulty is crippling, with 6 opponents, large map. I settled a few normal worlds near Earth and a few turns later I notice a Purple star with a class 26 or so planet. I scramble to settle the planet, which has a precursor library (yay! 700% to research) and an approval bonus tile.

I am thinking, should I just fill this entire planet up with research? Why ever take the population over 8b? Since population doesn't effect research, I could basically make this one world crank out an enourmous amount of research.

What do you think?
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Reply #26 Top
~15 Stock MarketsThen guard it with your life because it will win the game for you.This has always (since before computers were invented) been a curiosity to me. So I, as a happy little dictator, tax my poor citizens (read Slaves) at 60 or 70 % to sustain my empire. On top of that, I have Financial institutions on my planets. So I am drawing an accumulative 12% per institution income above and beyond that tax rate. If I do my math (12*15) or 180% on top of the already crippling 70 %?? are my poor people excreating money just to make the tax rate?


It means they're working all day at your financial structures making money for you, while they subsist on bread and water, you diabolical tyrant. :P
Reply #27 Top
Can I tax the bread and water?
Reply #28 Top
Can I tax the bread and water?


You Left Wing softie you.....

Mind you the current Government in UK may just try that - they've taxed just about everything else, so much for their Socialist root's ... ;p

I have a wishful fantasy that one day Stardock will licence the Dread Lords out as Mercenaries, I'd hire them to sort out those money grabbing clowns :LOL:

Regards
Zy
Reply #29 Top
What those buildings do is shove more money into the pockets of your citizens. With your tax rate, you then skim a certain amount of that extra money off the top for your own greedy little self.

I'd cram that planet with labs + a tech capital + a coordination center. It's crazy to even have the option of building an economic capital on such a world. If you're not building your economic capital on your homeworld early, you're doing it wrong.
Reply #30 Top
What those buildings do is shove more money into the pockets of your citizens. With your tax rate, you then skim a certain amount of that extra money off the top for your own greedy little self.I'd cram that planet with labs + a tech capital + a coordination center. It's crazy to even have the option of building an economic capital on such a world. If you're not building your economic capital on your homeworld early, you're doing it wrong.


If you're building your econ capital on your homeworld at all, you're doing it wrong.
Reply #31 Top
If you're building your econ capital on your homeworld at all, you're doing it wrong.


Depends - if you're Thalan, you're not going to have any better place to put it, so you may as well put it on your homeworld. Other races probably want to put it on a nice big high PQ planet so they can drop more farms and stock exchanges, though.
Reply #32 Top
From this thread, obviously I am doing something wrong and i would appreciate input/feedback on what/how to fix.

I usually put Economic Capital on my home world because it is the planet that I am most guaranteed to have a high population. I put some Econ buildings on it as well, to jack up the income and this becomes one of the main sources for income for me. If I need to ship people off world (for invasion purposes) I do, but I always keep an eye on the income as it were.

I don't generally put down a large number of farms, nor usually jack up pop-cap on any planet much beyond 16 as it tends to really put a cramp in my approal rating. I need a high approval rating to win elections and to have the ability to jack up tax rates as needed without defections.

I would greatly appreciate input/advise on better strategies than the above. They have worked for me, but if there are much better ways to do things, I am all for learning.

TKS.
Reply #33 Top
To quote an extreme - you can argue that on Tiny maps, there maybe little choice as you could wait sometime for another suitable Planet.

I usually play Gigantic/Immense, so a suitable one will invariably turn up without much of a wait, so I usually wait for a high PQ planet to be available circa PQ18+ (or circa PQ14+ that is likely to turn into much bigger after tile techs are done.

I usually stay away from the Homeworld with the eco capital as it ties me down, and invariably I also need other tiles for other things, particularly the early game. So I usually confine myself to a smaller world as an all eco building planet (baring 2/3 tiles as factories to get it going, "upgraded" at the end to additional eco buildings), to start with.

I usually build one eco world to every 3 or 4 planets of other specialisations (production or Tech) as a general principle each having a Farm built on a non bonus tile. That way as I upgrade through the Farm techs so population will build but not burst through to silly numbers, and usually only need one entertainment structure to support the Planet throughout the game (as that one structure gets upgraded to latest entertainment building as techs progress.

I find in general terms that - say - 8 tiles on a smaller PQ whilst waiting for a larger PQ, does as good a job in the interim, if not better, than using a few tiles on Homeworld + Eco Capital.

As a suitable Planet for the eco capital comes along, I grab it asap and set it up as the long term Economic World. I'll push that to around 18Billion, but rarely if ever above that as the support from entertainment buildings needed is not worth the hassle of dealing with the moaning prols :LOL:

I take the same line with Manufacturing and Tech Capitals - as I usually specialise one tech for every four others, one production for every four others - and the smaller specialisations keep me going until I get suitable higher PQ worlds for the respective Capitals. Cant wait forever to find one of course, but almost invariably that tends to work - at least for my play style anyway.

Regards
Zy
Reply #34 Top
As far as "Trade Goods" like Xanthium hulls (for instance) that impact your ships, do you build these on your Manufacturing Capital world? Or elsewhere?

I find that I like to have pretty much every colony self sufficient. Not sure if this is the right direction to go, but when I look at the Civ Monitor, if I see a planet that is economically in the red, I will often try and build an Econ building and/or Farm there just to boost the income.
Reply #35 Top
Your going to hate this answer ..... :LOL: It depends on what I feel like .... its instinct more than anything. I play Gigantic / Immense, and specialise worlds into dedicated Eco/Tech/Production worlds, each of the three categories being built on a ratio of around one specialisation for four of the other specialisations.

The early ones like microrepair(Thingy - whatever its called) and Xanthium Hulls, the one's I know that the AI is going to have a go at - then I'll use up a Tile on the Manu Cap world (I tend to build a Manu Cap world asap because of this) to make sure I beat the AI to it. I usually write off the Diplomatic one, I dont bother the AI is manic about this one, I let the AI get it, I play Terran so doesnt fuss me if the AI gets it - if they are building that, gives me more time to get the others.

Outside of those two, the other relatively urgent one is Harmony Crystals, and again I might use a Tile on Manu Cap world to do that, but usually try and think ahead and use a smaller world, starting fairly early in the game, so there are circa 18/25 turns to get it - ie start it early and forget about it, it'll turn up in the end usually before the AI.

From that point, because I play Gigantic or Immense, I've usually got enough production worlds on the go to dedicate one to each of the remaining smaller ones (Ultra. Friction, Eye, etc), as long as I get them going fairly early it matters not its not on a high PQ world. That then frees up the manu cap world for the real big ones and arguably important ones such as Restaurant of Eternity - the manu world is pushing that one out whilst smaller worlds have the others ticking over in the background. The AI will always go for Restaurant, so the quicker I get Xan and MicroRepair out the way, and start Restaurant the better.

By the time Restaurant is done, I have lots of other Production worlds lurking, so they sort out any others left, and the manu world cranks out ships. Not very structured :p but it works for me :LOL:

Regards
Zy
Reply #36 Top
Thanks. I was imagining that the "Non-Ship" ones it wouldn't matter, but I see your point about building them on Manu-Cap worlds so they get done quick.

I am just curious. First, thanks for the info and feedback. Second, what value is the Resturaunt? It isn't at the end of the universe or anything. I know it gives influence or something...? But other than that, why build it, or care if someone else does?

I don't play "Meta" simply because there are far too many better players. I enjoy just beating the game and don't worry about beating other players, so is there a point behind that particular galactic wonder that I am missing?
Reply #37 Top
Restaurant drastically enhances your area of influence, extending your "boundary". Over time it is very powerful pushing out your influence boundary by an order of magnitude.

Its importance is not in its immediate effect after getting it, its the cumulative effect it has on each turns infuence bonus.
- If your border is pushed out further you have a greater reach for things like minors, upgrade costs (always cheaper if you upgrade inside your own influence area) etc
- More powerful influence breaks down the influence border of your neighbours, resulting in their worlds existing inside your zone of influence, thus making it likely they will flip to you.

- The powerful influence area will force the AI to go on the defensive and build entertainment buildings to stop the flipping, or embassy like structurs and techs to hold back your influence area. If they are doing that, they are using up resource which could have been used to pump out a military against you - it becomes in effect a "force multiplier" as you need relatively less military to overcome the AI.

- The larger area of your influence boundary increases tourism income

- The larger area of influence enhances your voting power in the UP voting sessions

There is a host of other effects. In all, most effects in themselves are not significant (except maybe the breaking down of neighbouring influence borders), but the cumulative effect of all of them in the medium term as each turn goes by with increased Turn Bonuses for influence is very powerful, particularly if used in combination with the yellow techs to further enhance influence.

Many aspects of the game and the techs are subtle, and not immediately apparent, its the cumulative effects over time thats the key thing. As in Real Life, take a long view on Strategy not a short term view, you always end up far more powerful. Build everything step by step to solid principles, dont let the AI distract you with its antics or wizzing fleets (most of those are weak ones) or threats "pay me dosh etc". None of those work if you have kept to solid basics. Get diverted from basic principles, which is what the threats etc are all about, and you allow the AI to derail your long term power without a shot being fired.

Regards
Zy
Reply #38 Top
Thanks again. This definitely opens my eyes about a couple of things.

Gonna try this over the weekend.
Reply #40 Top
After my erection from seeing a PQ 26 with insane bonus tiles subsided, I would max out income generation and research all over that mofo.
Reply #41 Top
I once owned a class 33 planet (+_+), but it doesn't have a Precursor Lirary.
Your planet is goooood. So, build 5 Industry sectors first, then, fill it up with Research Improvements. 1 Omega research center, 1 Technology capital, Coordinate research center, nano recorder. DON'T build anything else, because the bonus of Superprojects are Percent-bonus. then, upgrade all your industry sectors into Lab.

Remember to build some Eco. Starbases (4-8-12 Fully upgraded Starbases.) to get further bonuses.

This Build order will make you heavy loses of money, so, on other planets, build maximum Stockmarkets, 1 Eco.Capital, 1 Farm, some Morale Improvements.
Reply #42 Top
Actually Nano Recorders provide an empire wide bonus like all the other trade goods. So no need to put them on that planet.
Reply #43 Top
If you're building your econ capital on your homeworld at all, you're doing it wrong.


Explain.
Reply #44 Top
I would have thought rakenan's post immediately after mine would suffice. Unless you're playing a race with severe population hadicaps or on a very limited planet count map, there is usually a better option for your econ capital.
Reply #45 Top

So it would seem to me that a PQ26 planet screams of specialization.  I mean with all of the +24% tiles that are out there, you could crank out some HEFTY something.  But as to what, that is entirely based on what race/tech's you have researched, where the planet is, what your econ is like, what your strategy is at that stage of the game, etc...

There are far to many variables to say "This is the best Strategy" (one of the things i love about 4X games and Gal Civ2).  I mean, if you are going for that Conquer victory and are already at the high end of tech and military, pumping out a bajillion research points just doesn't make sense any more.  If your economy is in the toilet, putting up a bunch of factories isn't going to help much either.  And if you are already rolling in CASH, turning the world into a Econ boost would be kind of like building a gold plated, champaign filled pool to swim in.  Frilly and pointless.

And if the planet is situated close to your boarders, I am not sure you want to put an entire strategy of any kind in a position where the enemy can come along and swipe it from you.  But I could be wrong.

I am a big believer in balance, so I would probably drop down a bunch of factories and a star port, and then put some universal boosts up and then a bunch of Econ buildings so the planet would be self sufficient.  Make it a mini-empire all it's own or a kind of Bolt hole in case I needed to abandon significant portions of the rest of my empire.  But then I never claimed to be a great strategist.

Reply #46 Top

I play at Large map settings.  I also once had such a planet and a +300% research tile on top of the +700% tile.  No I did NOT specialize it for research.

This is what I did:

Since  was in the initial phases of exploration and colonization, I needed military production, and lots of it.  I ignored the research tiles initially since my economy wouldn't support that kind of research spending anyway.  I bought 2 facs and then built a starport and finished 2 more facs while building constructors for resource harvesting - it was more efficient because the high PQ planet was closer to some of the resources.

THEN I built a recruitment center and some Advanced Markets because after my initial expansion phase, my economy was tanking in a major way.  If I had an econ planet elsewhere or my initial colonization expansion wasn't so expensive, I would have gone for the research tile next.  Once the pop limit was close, farm.

After all that, build a Xeno Lab on the research tile, then another, then Technological Capital and some more research labs.  Once I'd captured enough external planets to suppy money, I slowly upgraded over the Trade Centers with Research Centers, then Accademies, then Neutrality Learning Centers.  I meant to build over the facs, too, but I never got to the point where I can't use more ship-building facilities.

 

 

Reply #47 Top

A PQ26 to me is just a planet.   I treat it just like any other.  But later on, as my budget goes in the green, I start spamming low-level factories on it, to make it a mega world.   Then it starts building the late-game wonders--it certainly has the extra tiles for it.

My Recruiting Center (if I'm playing a race that has it) is always the first or second building on the planet, no matter what the class is.

Reply #48 Top

You know what I would do with a class 26+........*_*

I'd nuke it.......}:)

Make it uninhabitable.<X3

See how the comp likes that!!!}:) }:) }:) :rofl: :rofl: :rofl:

Reply #49 Top

Lol, i don't ever read the whole post, just a comment... 

i got one on my last game PQ26, used it as a economic base with the iconinas. was worth it...  but sometime latter i just lost it to the Jagged knife event...  -_-.. when i retake it all was lost and i had to begin again to construct everything :(

Reply #50 Top

I'll read the whole post eventually.