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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? |
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 |
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 |
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 |
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 |
Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
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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. |
Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
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Re: Are single facility planets useful for anything other than \'bookmarks\' (waypoints?)
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Remote Mining Decreases Asteroid Value := FALSE This affects planets, too. |
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...
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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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