Shouldn't I have underlings for this sort of thing?

I AM a mighty Galactic ruler, after all...

Lets say I have one planet thats very small, say, 5 tiles, HOWEVER it has two tiles with very large bonuses to manufacturing.

On the other hand, I have another planet with a whole lot of usable tiles, but no bonuses.

Is there some way to tell *at a glance* which planet has the greatest potential for a given area of development?

Frankly, I'd rather not have to whip out the calculator every time it comes time to plop down a capital, manufacturing or otherwise.


Ditto for max population and the number of farms required to achieve that number. And the effect of adding X number of farms to a given planet.


Is there some sort of statistical readout that I have not yet found, or what? If not, what is the accepted methodology for tackling these situations?
14,763 views 14 replies
Reply #1 Top
Well, there's the ship and planet list, which is the left-most button on the toolbar. It will let you sort your planets by research, production, etc. It doesn't help you before you build all the factories and whatnot, but it will let you know which one is best once they're built.
Reply #2 Top
Generally your planet bonuses will be obvious. If you've got a tile with a 700% manufacturing bonus, its fairly obvious that it's going to be your manufacturing capital.

Plan your tile placements out ahead of time, and leave one or two open for a galactic or civilization wonder. You'll get more later on as you develop terraforming improvements.

Generally I try and build one of everything on my planets, and then overload it with improvements that take advantage of its bonuses. Generally I'll end up with no fewer than 3 factories on any given planet, and the rest I leave up to discretion.

In a game as the Korx my most valuable planet ended up being a Class 8 with two manufacturing bonuses, being 700 and 300, respectively. VERY lucky. I didn't even bother building a farm and entertainment module since they'd only take up so much space.

For high class planets with no bonuses, make them your pop centers. Build about 4 farms and 4 entertainment modules to account for them. If you get bonuses for farming, lower the amount of farms you build to avoid having too much pop, and if you have approval bonuses, then that's all the better. Once that's done, stock it up with a bunch of economic buildings and an economic cap and you've got a moneymaking machine.
Reply #3 Top
Plan your tile placements out ahead of time, and leave one or two open for a galactic or civilization wonder. You'll get more later on as you develop terraforming improvements.


I'm pretty sure it's best to fill everything. Because whatever you build there seems to count towards whatever you replace it with. I went from Basic manu to basic research and it took no time to build the replacement building (limit one building per turn of course)

Reply #4 Top
Yeah, the only disadvantage to building in every tile is the expense of the buildings. But have enough economy buildings and that's not a problem at all (I've had many civilizations where I had a multi-hundreds credit profit even with manufacturing set to 100%).

Anyway, I think you should always build at least one farm, even if you have sick bonuses of one type or another on the planet. More population means more production, and if you have bonuses, that just makes the planet all the more powerful.
Reply #5 Top
So bonus tiles work for the capitals, not just the resource?

So does that mean, if a manufacturing capital was on a 300% bonus square, it would give *6 production?

Reply #6 Top
#5: Actually, i think you DONT want to put the capital on the bonus square, since the capital says like (+100% bonus) and its for the whole planet..... whereas the tile itself gives +1/3/700% to the building on the square--this should be the value listed for the factory I think.

Anyone know for sure?
Reply #7 Top
Mmm, I wonder how hard it would be to add a bit more transparency to this aspect of the game (specifically, the Max population/farms issue).
Reply #8 Top
the bonuses only work for improvements that actually have production of some kind. So building a captial on a bonus tile is a waste, you won't get any additional bonus for the tile.
Reply #9 Top
multiple moral centers seem to have no effect on morale past the first buiding, but different buildings will add up.
ex: 2 entertainment buildings is just as effective as 1 . however adding a stock exchange and harmony crystals will add there bonuses. the same goes for economic buildings 2 advanced economic centers will not stack there bonuses.
Reply #10 Top
WTF? Why would they give you the option to make more than one per planet if the effects are not cumulative?

Can anyone confirm this?
Reply #11 Top
Anyone? Bueller?
Reply #12 Top
In my experience multiple morale improvements DO stack for the planet -
Reply #13 Top
I know they do in my current game, but I'm playing the 1.1 beta. Now, It is true that you don't get as much of a benefit from the second building as the first, because your morale ability is taken to the 0.8 power rather than used linearly.
Reply #14 Top
Morale improvements definately stack. I often have econ plaents with 4 farms and half a dozen entertainment centers (or their upgraded equivalents).
You can actually tell that they stack by looking at the Morale tooltip, and summing the "from buildings on planet" number.