Would a custom star system with 4 additional Class 1 planets be over powered once you unlock more tech?

Im thinking of creating a custom star system with a Class 11 or 12 Water World or normal for the homeworld, a class 4-5 planet (to give max 16 total class) then for flavor I wanted to add 4 additional Class 1 planets.

My question is, as with the title, do people think that adding the additional 4 class 1 planets will be op once you start to unlock tech which gives you more tiles? Im trying to debate whether or not it would be better to reduce to stating planets to something like a 8-4-1-1-1-1 split to keep it at 16. Or would the smaller planets be so useless even with tech and star base effects that it would be fine to just include them. Im wanting to add them more for flavor of the system as I plan to use it for a custom race from a book whos mythos has all these extra barely habitable moons/planets. My other idea to balance them was to make each of the 4 additional planets a different Extreme Planet type or needing Atmospheric Cleansing. However with the 50% production bonus reduction for each planet I wonder if that would just be a complete waste of a planet even more.

I also bring this up as I was debating to make a TRAPPIST-1 system with 7 habitable planets, but once again I wonder if I should really focus on keeping the total class value of the system at 16 or if i could get away with a few class 1-3 planets to make it ~20ish.

If anyone has had any experience with trying something similar I would love to know what you have found out.

-Thanks!

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Reply #1 Top

8- 4- 1- 1- 1- 1 Is probably fair even though it would cause more tiles from terraforming. Remember each extra planet would cause more production from population. If your starting homeworld is aquatic then you probably should get advanced water world colonization as a,starting tech. If you made them extreme  planets then you could make the other five 8- 2- 2- 2- 2. If you do start with advanced aquatic then they should be some other extreme planet.

Reply #2 Top

There are a few things worth considering that you brought up, thanks for the input. The 8- 2- 2- 2- 2 with extreme planets might be interesting if they have the adaptable trait. I guess ill try them both out a few times and see how it goes :)

Thanks again!

Reply #3 Top

I noticed I didn't clarify something on my second idea your homeworld should be an eight wether terran, or if you have advanced aquatic colonization only then have you home world an aquatic world. This is based on your 8-4-1-1-1-1 Now if you make the other extremes then they could be double class because they have double production. This would also be sweeter if you are aquatic. Now if the other are extremes due to half production then you Then you can double the class making the system 8-8-2-2-2-2. With relatively the same effect. Your idea of combining adaptive with aquatic maube you should try this. If you apply this rule to every one including your home without advanced aquatic world colonization then you could double all of them due to half production then it would be class 16-8-2-2-2-2 this probably is acceptable because aquatic uses a trait that could be used somewhere else. But if you think this is to powerful with aquatic then you could scale is back to 12-6-2-2-2-2; then try this. Unless your homeworld is either terran, or has advanced aquatic world colonization it would be 8-6-2-2-2-2.

Reply #4 Top

Now I want to try this myself! I use a minimum of class-four for planets, and class two for moons (when I can get them implemented). A class-one would be particularly problematic, since it would take forever to build up, unless you are willing to pay money to rush every improvement...

Reply #5 Top

Crusade will change a lot about my arguments. Also my experience is based on medium to huge map sizes (~6-12 planets without conquest per civ).

But for the current game, I would argue the following:

My question is, as with the title, do people think that adding the additional 4 class 1 planets will be op once you start to unlock tech which gives you more tiles?
Let's forget about the tiles for a second.

What do you pay for colonizing a class 1 and what do you get?

You pay the manufacturing needed to build a colonizer (cargo hull with colonizer module and nothing else) and the time lost for population not producing anything during the travel.

What do you get:

Colonization capital
 - 5 food
 - 0.2 growth
 - 1 production
 - 3 adjacency for Manufacturing/Research/Population and Wealth.

In short: it is amazing for its cost.

What happens next? Well you use the production you have to pump out economic starbases. By hitting 6 worlds at the same time, they are extremely low cost improvements again (2 constructors in return for +5% production and a basic factory on all worlds essentially).

So what about the drawbacks of class 1 worlds? Since you have many, just screw building hospitals, you will be far ahead in population growth anyways. Screw building planetary factories or research stations, since you can put those on starbases. The only thing you will build once you can terraform, are food improvements, which will scale nicely with all the starbases you have. Screw building scouts, developing these six worlds might be all you need.

Btw, which techtree will you use? If you are contemplating something like thalan or drengin: Thalans benefit form hives a lot and have the hyperion matrix, which affects all planets. The drengin have their slave hubs, which are easily one of the best colony uniques in the game. You will get 6 of these very early!

Im wanting to add them more for flavor of the system as I plan to use it for a custom race from a book whos mythos has all these extra barely habitable moons/planets.
I think you could go all the way and make some of these additional worlds toxic or radioactive, without exceding the total systemclass of 16, if your race has adaptable.

--------------------------------

Long story short:

I think 8-4-1-1-1-1 would be overpowered even before considering terraforming. But by the end of the day, you are playing with it, don't push the balance so hard, you will lose motivation ;)

I hope this was somewhat inspirational to you.

Reply #6 Top

Well this is overpowering in a sense like extra production, but remember wouldn't that also be so with a faction that has a class 12, and a class 4 planet versus a planet that has class 16, so the developers; already, doesn't use this logic. Even though is it possible to use this logic in lowering starting production on the home world. Another logic is to use the underpowered alterian tech tree to balance this. Another idea is to minus some industrial, financial, and research end techs to balance this. If zoploed and general pants make their mods can you guys make a link here so I can check out the factions. To balance these you would need to play them to balance them. Maybe possiblly starting out with less food would help balance it. You could also create abilities that I'm not sure what to help balance this. Also let's not forget; even though those planets are there for the colonising in the beginning you still have to colonise them.