After Successful Invasion?

Early in a game today I successfully invaded a Class 15 planet of a Minor Race. It had a good assortment of factories and labs and 2 market centers, but with the population killed off in the invasion, the economics were Income 5 Spending 46 Maintenance 7. I could not afford the negative 42 effect on my economy, and to get back to even I had to move my spending slide bar wayyyyyyyyyyy down. Having made a save just before the invasion, I decided to experiment with demolishing the factories and labs and this got the economy of that planet down to a negative 14, which I could afford. From its basic planet values, it was still contributing about 11 flasks to my research, not a bad deal, and the approval was in the 80's so the population and income was growing plus 25%. On that basis I culd afford to keep the colony on the planet. But my gut tells me that demolishing nice improvements on a planet probably isn't the best way to go.

My question for more experienced players than me, is what do you usually do about the negative economy of a planet immediately after an invasion? Eat it? Demolish improvements? Move your slide bar down so that your production rate goes all to hell?

Thanks for your replies.

7,556 views 12 replies
Reply #1 Top
There are, in essence, three types of invasion.

One: You see a minor and you need that class 15 world, because you're on rare/rare habitable/planets or whatever the case may be. You get in and out fast, and you build what you can on it because you need the real estate that badly. Incidentally, it also frees up the three mining resources they just so happened to get within 5pc of their homeworld.

Two: War. In general, you're probably not going to want to bother to build up worlds you take from a major. Your best bet is probably 2 factories to get production up and then just fill them with stock markets. You should already have a decent production base with your core worlds, and if you still need vast amounts of research, then maybe you shouldn't be fighting this war yet.

The above needs to be modified if you're fighting a major within the first 6 months or less, and/or if you're playing with all 9 of them, as the former worlds of the first AI or two become your "core" worlds.

Three: Cleanup. You're taking worlds because they're left. You're down to the last AI or two, surrenders are disabled because although you aren't playing the Korath, you're playing a Spore mentality (MUST...KILL...EVERYONE), and everything but military victory is turned off so you can do so. At this point, it really doesn't matter WHAT you do with these worlds. Stock marketing them will help your economy some, which will help your score some...though not much.

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Generally by the time I'm at war I've gotten all of the research I -need- done, though maybe not all that I want...and this does change a little from game to game. So when I take over a planet with 12 discovery spheres on it with a tech capital...well, if the tech capital is there I might keep it, but in general, I'm not running a very high research rate at that point anyway, probably 25% at best. So in most cases I decommission all the spheres-can't do so with the tech capital, IIRC, but what are you gonna do?

I try not to decommission too many factories, though the problem that creates is helped by DA having an Old build list as well as a New one. I like to keep at least 3 or 4 (if they were there to begin with) on the planet for when I decide I want to build something on it again.

There have been games where I decommissioned the starport on some planets, but that was before I realized you can't rebuild it if you do that...so I don't do that anymore, for the most part.
Reply #2 Top
Interesting, thanks.
Reply #3 Top
Thing I've started doing when that happens is keeping a few quick ships on hand (custom colony or troop ships) to ferry some population over there and get it paying for itself quick without having to worry about pop. growth.

ed. Also has the bonus of preventing a quick sneak attack with a single transport from taking the planet back immediately
Reply #4 Top
Always keep your economy balanced. Stock Markets are really fast to build later in the game, so stocking up planets to pay for new planets should be a cinch if you know what to do and if you're paying attention.

If you've got even the minimum amount of spying, you should be able to see the targeted planet's spending if you click on it - this will allow you to ready planets in your main colonies to convert into economic planets once the new planet is taken.
Reply #5 Top
The first thing you might want to do is invade with a greater number of troops, this will give you a greater post-invasion population, which will help that planet's economy. What i do after an invasion is immediately buy a fetility clinic to get the planet' population up faster, they only cost like 240 (of close to that). Its the loss of population that caused the negative income of the planet. I never decommission any improvements, all of my new planets become part of the machine. Especially since planets that are invaded are more likely to be closer to you next target than your older planets.

I will build over some tructures like morale or influence buildings, fleet managers, fusion reactors and all but one farm; it depends on what the AI built on that planet.

Usually the negative income from a new plant isn't enough to take don an economy. If he -42 bc was too much for your economy, I think you need to work on your economy more. I guess if its REALLY late in the game and teres not much left to research you could get rid of labs and such, but they will still help your research score in the end.
Reply #6 Top
Against opponents with a weak soldiering score, using Information Warfare can be VERY effective, sure it's a tad on the expensive side with 800bc, but against opponents with weak soldiers, converting a nice chunk of those soldiers into your (stronger) soldiers can give you a much larger "left over" population when you take the planet.
(I've taken 15B planets with a single 1B transport, having 3-4B inhabitants on the planet to populate my new world) Though if -42bc killed your economy, you probably didn't have the 800bc for the invasion tactic anyhow...
Reply #7 Top
One trick I like to do (when tech trade is on) is give all the minors your econ techs. They tend to focus on building econ capitals when you give that option to them. Then when you capture the planet, you get an additional econ capital. Just make sure you build, or are building, your econ capital before capturing theirs.

If they have one built, the planet will usually be in the positive cash flow side of things.
Reply #8 Top

Against opponents with a weak soldiering score, using Information Warfare can be VERY effective, sure it's a tad on the expensive side with 800bc,...Though if -42bc killed your economy, you probably didn't have the 800bc for the invasion tactic anyhow...
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And this is why evil is awesome. No Mercy Invasion Center, and your invasion tactics worries go away...
Reply #9 Top
And this is why evil is awesome. No Mercy Invasion Center, and your invasion tactics worries go away...
End of quote



Only problem is by the time you build a No Mercy Invasion Center, you can usually afford the invasion costs.
Reply #10 Top
Some very good discussion here, thanks to all.

Re transporting additional troops to beef up the population of a newly captured colony, do you really gain anything by that? Aren't the troops you loaded onto the transport subtracted from the population and tax base of the colony from where the tranport was launched, so that the tax you gain at the new colony is offset by taxes reduced at the old one? Maybe I can answer my own question...at the new colony you usually have more than 75% approval for some reason, so that any population you transfer there would add to the 125% calculation and you would gain something by that.

Reply #11 Top
More growth. If your population is already maxxed in your home colonies (and they ought to be for most planets) transporting colonists to new planets effectively doubles your growth rate.

Moreover, getting colonies past the critical 1 B population mark is often key - using new people to help get the 1B base off the ground is faster than if you just leave the planet to itself.

Reply #12 Top
Even though I play neutral, since most captured planets are an economic drag, I tend to destroy them (unless I really like what is left).

The reason to destroy them is that they have small populations and they can be easily retaken by the enemy. This may not be optimal in a really long game where the sides are about equal. But if I have a large lead, I want to get it over with. I have been playing the enemy ai at gifted but I may have to ratchet that up. I find that with gifted the ai does a good job of grabbing planets but a woeful job in production. Ultimately what wins in military fights is production. If I am behind in economy, research, and influence, if I can outproduce the enemy, the enemy is toast.

If I keep the planet going, I often find them retaken and then I have to capture them all over again.