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-   -   Are single facility planets useful for anything other than 'bookmarks' (waypoints?) (http://forum.shrapnelgames.com/showthread.php?t=6552)

Elowan July 5th, 2002 09:41 PM

Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
I've colonized a few out-system tiny (red plus) planets when they've had ancient artifacts on them.

What facility would you build there?
Would you abandon that planet once you have the tech or does it pay to stick around in the event a colonizable ability reveals another ruin planet in that system?

Gryphin July 5th, 2002 09:47 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Resupply Depots
System Wide Facilites
Drop off points for units, (to be picked up by other ships)
Unit Production
Ship or Fleet Training Facilites, (though it is best to have both of these on the same planet)
Bunch of other uses

TerranC July 5th, 2002 09:48 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Extremely High Tech

- Build an Atmosphear Converter, wait 3-2 years, and build the stuff you want when it becomes breathable

High Tech

- Build one of those System-wide Facilities you want for your system to save that valuable facil space for your other planets

Medium Tech

- Resupply or a Space Yard Planet for a Moon or something.

Low Tech

- Get all you can out of it.

High in Minerals - Mineral Facil
High in Organics - Farm
High in Radioactives - Refining Facil
Nothing - Research Facil

Phoenix-D July 5th, 2002 09:56 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Why would anyone waste a perfectly good planet like that? Second time I've seen people considering abandoning a planet just because it only has one slot..

Phoenix-D

Quikngruvn July 5th, 2002 10:12 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Research and build troops. Go invade someone who breathes the atmosphere of the tiny planet. Transport conquered population to the outpost. Work their alien butts off.

Another option: build a space yard. Build a base space yard. Scrap the planetary space yard and build something in its place. Now you can build ships at that planet (albeit more slowly) with something else in the planet's facility slot.

Usually I just put a space yard on tiny unbreathables, just so the planet can build ships in time of need. (Hey, if you've got the resources to support all those space yards, might as well put then to good use!)

Quikngruvn

Baron Munchausen July 5th, 2002 10:57 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Elowan:
I've colonized a few out-system tiny (red plus) planets when they've had ancient artifacts on them.

What facility would you build there?
Would you abandon that planet once you have the tech or does it pay to stick around in the event a colonizable ability reveals another ruin planet in that system?

<font size="2" face="Verdana, Helvetica, sans-serif">Yeesh... while they might not be the same priority level as larger worlds, tiny worlds are still WORLDS. Once you build something there, even a lone mineral extraction facility, you get the output at no maintenance cost forever more. What could be wrong with that? And yes, once you have the tech you can build an atmosphere converter and get more space. Or you can enslave some aliens that breathe the atmosphere and move them there. This is both much cheaper and quicker. http://forum.shrapnelgames.com/images/icons/icon7.gif

The only reason I can see to abandon a tiny world is if you want to use remote mining. You can get much more output from a tiny world using a large base full of remote extraction components than you can even with atmosphere conVersion or a native-breather race. With a starbase you can get something like 20 times as much! But that's going to reduce the value of the world if you haven't changed the setting that controls remote mining.

Lemmy July 5th, 2002 11:04 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

But that's going to reduce the value of the world if you haven't changed the setting that controls remote mining.
<font size="2" face="Verdana, Helvetica, sans-serif">you can change that? how?

Baron Munchausen July 5th, 2002 11:11 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
Quote:

Originally posted by Lemmy:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">But that's going to reduce the value of the world if you haven't changed the setting that controls remote mining.
<font size="2" face="Verdana, Helvetica, sans-serif">you can change that? how?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">In SETTINGS.TXT like most things:

Remote Mining Decreases Asteroid Value := FALSE

This affects planets, too.

Lemmy July 5th, 2002 11:14 PM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
hmm, i looked through that file a couple of times, must've missed it...

Pax July 6th, 2002 02:27 AM

Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
 
First a caveat: I'm an utter newbie at SE4, really just been fooling around with things for a bit so far. But I've noted at least one eventual use for single-facility-space worlds, if they are moons of a larger world. http://forum.shrapnelgames.com/images/icons/icon10.gif

For those tiny, one-space (airless?) moons of an otherwise-potentially-useful world, consider Fleet or Ship training facilities. As far as I have been able to tell, while only one (say) Ship Training facility per world is useful, in the event a sector has multiple worlds ... the effects do stack (one per world, not one per sector, see?). Got a planet with two moons? One ship trainer per moon, and a ship trainer on the planet itself ... and *poof* instant +3%, +6%, or even +9% net training per turn (depending on the level of the facilities you can/do build, of course).

Once you have level III facilities, put one of each on the planet and a fleet centre on one moon, a ship centre on the other (totalling two facilities of each type, in that sector). +6% fleet / +6% ship training per turn. With Psychic technology, and each level III psychic training facility available somewhere in that system, that becomes 9% apiece, per turn; two turns to near-maximum training (sans combat experience, ofc) ... all with two single-space moons, and a two-space planet. More than that, is IMO pure gravy.

With Atmosphere ConVersion technology, you can eventually manage 9% (12% with Psychic technology) per-turn training in each of Fleets and Ships anywhere you have two small moons around one larger planet (~5 spaces apiece is all it takes) -- and three shipyards on top of each other.


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