Sir, mixing those causes an exploBOOM

Now, this is just something that has occured to me with people talking about how there should be "listening posts" on planets. Things like that. From what I have gathered about how the planet system works this time around, you're only given a certain number of tiles. That makes settling a crappy, 1-3 tile planet completely useless.
I would just like to see some possible uses for those. Since we have a limited number of tiles, it would make sense for a very useful planet (read, more tiles) to outsource non-economic/military things to our 1-3 planets, like a listening post. But where my subject line comes in, what about setting up possible dangerous research stations on a far out, useless planet. It could provide an increased amount of a research output that you otherwise wouldn't get, but you also run the risk of it blowing up, taking out itself, surrounding tiles, or even the planet.
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Reply #1 Top
e small tiled planets, perhaps an Outpost tile?
Reply #2 Top
the same time" tile
Reply #3 Top
I was thinking, does everything you build on a planet take up a tile? Could you build satellites in orbit that scan the space around the planet (like a listening post)?
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You could still have listening posts od course. You just don't build a "satellite", but instead a "spy satellite network", which needs one tile for its control center on the planet.
Reply #5 Top
intelligence stations, research posts, prison colonies, infantry training grounds, missle testing sites, etc. on those planets.
Reply #6 Top
e economics play out, but that is the impression Star Dock has given me from the developer statements.
Reply #7 Top
anet.

Ah ok, thanks for the answer.
Reply #8 Top
hat supports your military agenda from from home. I like that.
Reply #9 Top
Or 1 tile hotels, 1 tile Goverment Marketting Bureau, and 1 tile Tourist Trap! Come see the caustic deadly storms of Venus. Watch the beauty as lightning strikes all around the shuttle! Watch as buildings and vehicles erode and decay before your eyes!
Reply #11 Top
If I remember correctly PQ1-3 planets in GC1 are gas giants. I wouldn't want to live on one of those.

What I would like to se in GC2 is real gas giants that can be mined for usefull gasses, ateroid fields that can be mined for rare metals, etc. As for micromanagement, the current system in the beta is worse than GC1, IMO.

Having said that I like the idea of using rocky 1-6 planets for special purpouse research, military, confinement etc.
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As for micromanagement, the current system in the beta is worse than GC1

Well, the current beta is supposed to here to detect what causes crashes
Reply #13 Top
Well, the current beta is supposed to here to detect what causes crashes

I know, and there are still some of those that needs to be weeded out, but this is in the ideas section of the forum...
Reply #14 Top
Currently, small worlds are great for upping my treasury! Get banking, then fill up those tiny and small worlds! I use the moderate sized worlds for money or research currently. (Beta, build 12)

Of course, once moral is added, I'll have to see how that cuts into the basic economics. But right now, a few small "pure banking" worlds will let me pay for my heavy industry world that is cranking out the colonizers or transport ships. Haven't needed to build any combat ship bigger then a star fighter yet...
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At this level of the game (0.12) it is quite obvious that morale and economy are not in yet. You can set your taxation and spending to 100% and suffer no consequence. The result is that you always have a positive cash flow and never run out of funds. Once Morale and economy get added I expect we will see a big difference. So using those very low PQ planets is not really needed (yet?).
Reply #16 Top
I've been leaving my tax level at the default at the start. To make up for not knowing where that "happy" line in GC1 is for the home world. Under those terms, I've found I had to throttle back from 100% spending to somewhere at 40 to 50% spending, if I don't use banks on my big worlds to pay for their other tileage. Adding in Farms to raise your people isn't nearly as effecient as Banks, for generating income. I point out those spend percentages because that's where I usually end up in GC1 for most games. Economics is there. Money generated, money spent.

With several small worlds playing "economic centers" (ala all banks), I can maintain a starting tax rate at the default, have spending at 100% and still have a profit. I think that is a model Brad and his team should consider keeping. Small worlds would naturally make for easier conquest points for the AI, and it would hurt the User significantly to loose his economic centers.