Best Tile Bonuses on a single planet

I got one the other day that was just too good to be true. I saved the game before I did anything so I can go back and play it from the beginning using different strategies.

These were the bonus tiles on this planet.

Manufacturing
(1) 700%
(1) 300%
(1) 100%

Research
(1) 300%

Food
(2) 100%





1100% manufacturing bonus from 3 tiles, and add to that the Manufacturing Center which gives another 50% to the planet.
300% research, doubled to 600% by the Tech Center for that tile.
Add to that the Economic Center.

This was one kick but planet.
Once I got all the buildings in I could pump out fully loaded medium hulled ships in a 2 weeks flat, large ships in 4, and huge in 7.
7,483 views 22 replies
Reply #1 Top
I don't even want to imagine what a multiplayer game against something like that would be like. Not to drag an unrelated topic in here, but that's the first thing I thought of.

=$= Big J Money =$=
Reply #2 Top
must be an expensive planet to maintain
Reply #3 Top
I have a production planet like that and it costs me about 120bc.
Reply #4 Top
I'm pretty sure capitals (political capital, manufacturig capital, etc.) don't get the tile bonuses.
Reply #5 Top
I had a planet like that: I made it my manufacturing capital, and surrounded it with three fully developed economic starbases that gave additional bonuses. I called it my "_____Shipyards", and it outproduced the output of entire empires.
Reply #6 Top
My favourite tile bonus is the 700% manufacturing bonus, the planet with this on always becomes my no. 1 planet and makes the game a breeze usually. Every planet with this bonus as always had at least 2 other bonus tiles as well but i have never had anything like the planet above. I never find money to be a real problem in the game, so funding these mega planets as never been a problem for me. Well very enjoyable, i believe they r perhaps way too powerful! 300% is more than enough for game balance.
Reply #7 Top
My Last game started with a plus 700% and 300% manufacturing, a plus 300% research, and then a food bonus (I don't build farms though) for my home planet.
Reply #8 Top
i think if you get a planet like that you should not only save the game but back up to cd too.

You never know when (real) life will deal you a dicky hand and you will need cheering up some day
Reply #9 Top
Send me your savegame, LOL

Well enjoy.. you must have taken "Lucky"
Reply #10 Top
must be an expensive planet to maintain


Just the opposite.
Think about it. It takes one tile, one factory, for the same manufacturing output as 8 (or 2 or 4 in the case of the 100% and 300% bonuses) separate factories.
So the cost is 2 compared to 16 for that factory complex.
You only have to upgrade one building instead of 2, 4, or 8 buildings.

It saves SO much time and money.

It gave me more room for the goodies that cost nothing.
Reply #11 Top
PQ 30 planet with 6 300% research bonus tiles, 4 100% research bonus tiles, 2 700% manufacturing bonus tiles, 1 300% manufacturing bonus tile, and 3 100% manufacturing bonus tiles. A 300% food bonus tile and some other stuff. In the end it was a 2200% research bonus, 2000% manufacturing bonus and some other stuff. That planet alone provided more than half of my production and research. Too bad it was a biatch to maintain
Reply #12 Top
If you planted a farm on that 300% food bonus it is no wonder. I never plant on any food bonus tile.
Reply #13 Top
Think about it. It takes one tile, one factory, for the same manufacturing output as 8 (or 2 or 4 in the case of the 100% and 300% bonuses) separate factories.
So the cost is 2 compared to 16 for that factory complex.
You only have to upgrade one building instead of 2, 4, or 8 buildings.


No, you pay for output, not buildings used. So it still has the cost of 16.
Reply #14 Top
PQ 30 planet with 6 300% research bonus tiles, 4 100% research bonus tiles, 2 700% manufacturing bonus tiles, 1 300% manufacturing bonus tile, and 3 100% manufacturing bonus tiles. A 300% food bonus tile and some other stuff.


That is just wrong. Isn't that like a sin against um... the god of fairness or something? I'm starting to think this is another 'random' thing we should have a slider for when starting a new game.
Reply #15 Top
Well, almost true. you pay for 1/2 of the bonus production and reasurch you get. So it's still cheaper.
Reply #16 Top
I just did an experiment with that game.

Spending started at 6bc.
I bought the factory on the 700% tile and the spending went up 7bc.
The normal charge on factories is 1bc.
So, it only charges for one factory while giving the output of 8.

I demolished the factory and the spending went back down to 6bc.

I bought a xeno lab on the 300% tile and the spending increased to 15.
The normal charge on the xeno lab is 2.
4x2=8, yet I was charged 9bc.

So there is a benefit to the manufacturing bonus, and a penalty for the research.

And it should only charge for the one factory or lab. It is a bonus tile, after all. The output is greater because of the bonus, not in spite of it. The charge is for the building, not the output of said building.

So the research bonus is messed up big time. You save the tiles, but are penalized for the output like you really plopped 4 buildings instead of one, plus you pay for an extra half building to boot.
Reply #17 Top
And it should only charge for the one factory or lab. It is a bonus tile, after all. The output is greater because of the bonus, not in spite of it. The charge is for the building, not the output of said building.


Completely wrong. You still need to use it, so you should be charged for the output. I thought half was bonuses as in race bonus, but I could easily be wrong. But no, charging for one factory is just stupid. You have to pay for the extra production somewhere.
Reply #18 Top
I disagree. If it is a 700% bonus tile you should get 700% extra production for the cost of the 100% tile/building.
Moot point, since that is how it works anyway with the manufacturing bonus.

It works that way with the research bonus, however. So you can be happy on one count anyway.
Reply #19 Top
I would love to have some way to increase the frequency of special tiles. I think they help make each game a bit different... and aid in the specialization of planets.
Reply #20 Top
I think those must be coded into the exe file. I have not seen anything in an xml file that deals with the bonus tiles.
The only option now is to check the planet for bonuses, and do a cntrl-n to start a new game if the planet is not up to par. Cycle through enough planets and you are bound to come up with some good ones sooner or later.
Reply #21 Top
Spending started at 6bc.
I bought the factory on the 700% tile and the spending went up 7bc.
The normal charge on factories is 1bc.
So, it only charges for one factory while giving the output of 8.

I demolished the factory and the spending went back down to 6bc.

I bought a xeno lab on the 300% tile and the spending increased to 15.
The normal charge on the xeno lab is 2.
4x2=8, yet I was charged 9bc.

So there is a benefit to the manufacturing bonus, and a penalty for the research.


There are two factors at work here:
1) The cost of maintaining the building
2) The cost of output from that building

Most buildings have a maintenance cost, typically 1bc for the low-tech level versions, rising to 2-3 as they improve. This is fixed and independent of any bonus tiles. In addition to the maintenance cost, you pay per unit output, be that research, social production or military production. The big thing here though is that you only pay *half* the cost for extra output due to bonuses.

When you built your factory, you paid 1bc maintenance. However, I'm willing to wager you weren't actually producing anything, so your overall spending only changed by that 1bc. When you built your Xeno lab, not only did you pay the maintenance cost, but you were also producing more research so your research costs went up too. You can see the breakdown of costs on the domestics screen, where it shows maintenance costs, research costs, manufacturing costs etc all individually.

The charge is for the building, not the output of said building.

This is just plain wrong; you are always charged for both the building, and its output (assuming said output is being used).
Reply #22 Top
Toby200, thanks for explaining that to me. It makes perfect sense.