I'm sure this has been asked before...

But I can't seem to find it anywhere.

What do you do with those small class 7 or lower planets?

As I said I'm sure this has been asked before (I've seen it) but I can't find it and it is a real delima (sp?) for me.

I know there is no point in putting farms on the planet since the populations are capped below the need for them on these worlds. Likewise it is a waste of time to place economic improvments as the population is too low for it to really make a differance.

Putting factories on them is also a waste as you cannot put enough of them on the planet to ever produce even constructors very quickly.

Approval buildings don't do you any good as they only work on that planet.

Making research centers isn't a bad idea but it takes forever to build the labs in the first place and even longer to upgrade them after they are built.

As it stand right now I make influence bases out of them. I just stack as many embasies on them to help my overall empire wide influence, focus them on social building and never go anywhere near them again. *shrug* Half the time I am tempted to not even colonize them at all and just focus on the better planets and let the other empires have them if they want (never tried it so I don't know if that is really a good idea or not).

What do you guys do with them?

Felk the Profesional Newb
17,024 views 16 replies
Reply #1 Top
Putting factories on them is also a waste as you cannot put enough of them on the planet to ever produce even constructors very quickly.[/quote ]
Making research centers isn't a bad idea but it takes forever to build the labs in the first place and even longer to upgrade them after they are built.

factory isn't used only for military. It is also used for social production. So you should put one factory and put some research labs
Reply #2 Top

Putting factories on them is also a waste as you cannot put enough of them on the planet to ever produce even constructors very quickly.[/quote ]
Making research centers isn't a bad idea but it takes forever to build the labs in the first place and even longer to upgrade them after they are built.


factory isn't used only for military. It is also used for social production. So you should put one factory and put some research labs


I did try this method for a bit but I seem to recall it still taking forever to build the labs and get upgreades completed. I may have to try this out somemore though.

Generally at this point I leave labs for larger worlds where I can put enough factories to get my labs built/upgrades completed in pretty good time. I would be nice to be able to offload some of my research needs on these smaller worlds if I could though.

Reply #3 Top
You can actually transport more population over to them than the "cap" allows as long as you have food for them.... but aside from that.

I class my low PQ planets as 8 or below. Assuming they dont have any bonuses on them (I cant tell you the times I've had really low PQ worlds with 700% manufacturing on them) I would generally just make them research bases. You start by building the factories, build one or two then build up your research labs, build over the second but keep 1 factory to help building up your upgraded labs as they come (except on PQ4's which I just put onto social building and build all labs and leave it for the rest of the game)

The influence thing is interesting but as it really works a lot off your population, you'll probably find that one of your high PQ economy worlds with a large population and only 1 cultural exchange centre will easily outdo them.

Also, make sure you take into account that post terraforming, some of the higher end PQ worlds might actually end up as PQ 11 or possibly higher. If a PQ8 planet has visible terraforming slots on it, I will get a factory and starport down ready for later flexibility and just have it crank either defenders or constructors the whole game.

I often let the AI colonise low PQ planets within my influence. While this gives them a longer range and causes a little friction between the 2 of you, it saves you worrying about them until they flip - once they flip you at least have some infrastructure in place that you didnt pay to build.
Reply #4 Top
I wonder if the patch will let us transfer a percentage of unused social production on one planet to another.
Reply #5 Top
I wonder if the patch will let us transfer a percentage of unused social production on one planet to another.


Another terrible idea. There was somethign simular to that in Moo1 and it was widely abused. You would have to strip the production of all multipliers on both ends. And then you would fidn that it's simply not worth it!
Reply #7 Top
Actually I often do use my low quality planets and constructor shipbuilders and sometimes lower quality ships like transports or small hulled ships. I use starports extensively so I can always use constructors and as long as you transport just 1 person building transports on these planets won't suck your population dry. I leave my better production centers for bigger/better ships.

Also, having a low PQ planet with tons of factories means you can make wonders and not tie up your better planets. I always try and leave one square open for these.
Reply #8 Top
i dont understand your point at all. They can support a Population of 5million without the need for additional farming or morale buildings giving you a solid income base. Build either a starport+industry to churn out constructors (even if it takes a bit longer 10 weeks are ok for me) or one industry and fill up with research. When you need to upgrade focus on social, otherwise focus on military or science as appropriate. sure they may not be up to date all the time but they help you anyways.
I also use planets of size 6-8 to breed soldiers. Planets with this quality can grow to 5b people and fill up a transport every 6-8 weeks which is quite useful. as you dont have any +economic bonus on that planet you also reduce your losses.
As a side note. Planets with quality 5 or lower cant grow to 5b people themselves, you can howevery ferry them from elsewhere and they will stay. you can increase your taxes considerably this way.
Reply #9 Top
A few low quality planets near enough to each other can, with starports and factories, crank out enough constructors to build maxed out production enhancing starbases around themselves. Then they can take care of a signifigant chunk of your military all by themselves.

I've never seen a planet with less than PQ 4, and even a PQ 4s can churn out ships with two factories, a starport, and some starbase prodution boosters.
Reply #10 Top
Low quality planets suck. No matter what you do on them, it isn't going to be amazing. You can make them a research planet, and they will barely increase your total research. You can make them a factory planet and build starships at an extremely slow rate. You can make them an economic planet and slightly increase your income.

- Fragsworth
Reply #11 Top
Low quality planets suck. No matter what you do on them, it isn't going to be amazing. You can make them a research planet, and they will barely increase your total research. You can make them a factory planet and build starships at an extremely slow rate. You can make them an economic planet and slightly increase your income.


I disagree. In my last game, all AI's were set to Intelligent and I had several planets that were below class 8 and it was those planets that made the difference. On a class 7, I built six factories and one starport and was producing ships in under four turns. Granted my spending was set to 100% as well, but that is the case for the majority of my gameplay. Don't be too quick to shun off those low quality planets because the AI will sure make use of them somehow... at least, when the next update is realeased.

Reply #12 Top
I like to build 1 factory and the rest market centers. This makes a tidy profit so my larger PQs can build a lot of factories and spend a lot of BC. If I have a couple of these I will go 1x factory and the rest research labs, that seems to go well too. I don't like to put a starport on there because by the time I get to medium hulls they can't put out a starship very fast anymore.
Reply #13 Top
I don't understand either. I have had PQ 7 planets with bonus tiles that were MFG Capitals and some that turn out constructors in 2 turns.

They are obviously a deficit planet but they don't need entertainment usually and they rarely remain PQ7 after terraforming.

After some playing around with it I use Mars as a Research base. Build factory, build 2 labs, then build over the factory.

BTW there is one planet below PQ4 that I know of, Wisp the second Altarian planet is a PQ3.
Reply #14 Top
factory isn't used only for military. It is also used for social production. So you should put one factory and put some research labs


This is what i do as well. Influence bases don't work too well, because the base influence is from the population, and as you said, they can't support a large population.
Reply #15 Top
Well I am going to take a run at making research and production centers out of them again and take a closer look at what I can and cannot do with them.

The starbase production increase was something I had forgotten about. I will have to add that into the mix and see what I can do with them.

I made influence bases out of them mostly out of frustration when I went back tons of turns later and still found only one building built on my lower PQ planets. I know they don't really work all that well I just wasn't having luck doing anything else. That and my understanding of how influence works is still poor at best.

I will have to rebalance my budgeting schemes to compensate for buying the first factories for each planet though. As it is I usually run a tight budgeted ship and so I rarely buy anything outright as I don't often have the money for it.

Thanks for the help....

I LOVE YOU GUYS!!!! *sniff*

Ok I'm better now.

Felk the Thoughtful
Reply #16 Top
I wonder if the patch will let us transfer a percentage of unused social production on one planet to another.


Another terrible idea. There was somethign simular to that in Moo1 and it was widely abused. You would have to strip the production of all multipliers on both ends. And then you would fidn that it's simply not worth it!


I think something like that would be brilliant. Depends on how it'd be executed, though.
What I really would love to see would be the possibility to build some kind of manufacturing module which, when put on a ship, would allow that ship to add a certain amount of production to a project built on any given planet.
Kinda like the caravan in civ2.
_____
rezaf