Planet Colonization Strategy?

Hello, I was just wondering if, when I acquire a planet, is the best idea to just immediately fill up all the squares with something, or is it a better strategy to leave open squares.  I didn't really see this in any tutorial...

 

Thanks...!

16,224 views 15 replies
Reply #1 Top

Definitely better to leave open squares.   When you're first colonizing planets at the beginning of the game, you don't have the money.  And, you have to pay maintenance on the labs/factories you build.  Generally you want to get a Starport (no maintenance) and a Recruiting Center up right away, and get factories and research labs up on the bonus squares.   Fill up the planets later, when you have more money.

Reply #2 Top

ok...no wonder I'm always out of money.  I tend to fill up all the squares with factories and research centers right away...

Reply #3 Top

Or you could build economy structures rather then leave the planet idle. Personally i never leave a planet not building anything. But i think I'm in the minority there. But if you have the planet filled with facories and labs, you may need to change. I tend to have at least 30% of my tiles with economic structures; except for the tech capital and the manufacturing capital.

If you're that early in the game that money is such a factor, then i think you may be wondering more about how much to fill up the queue with improvemnts. Generally i never get more than 2 or 3 improvements placed on tiles. That way you don't have to mess with the building queue too much when things change.

Reply #4 Top

I always fill the planets up. My first planet I always try to make production so I can produce ships quickly. Then next planet or 2 are usually economic planets. Then comes research planets. I usually just keep up with expenses at the start, but then my income will go up greatly as populations increase. This sometimes puts me slightly behind in tech at the start, but by late-early to mid-game I have usually caught up plus more. I've never tried not filling up planets at the start, but it's worth a shot to see how it works out for me.

Reply #5 Top

I typically get a star port and a recruitment center (like tetlytea said) on the planet and then have it build colony ships.  Even though the planet doesn't have the population to fill a colony ship to the brim, it can at least make them and toss some people on it.

During the colony rush it doesn't matter how many people you got on each planet, it only matters how many planets you grab.  So I typically don't mind having tons of 20mil pop planets since I know they will all grow up to make my empire better than a few select 2bil+ planets.  By having each newly created planet making another colony ship, you exponentially expand until there is nothing left to grab.

Reply #6 Top

When I colonize a planet i whack a recruiting center on it, put its morale to 100 and let it go breeding. I'll use my initial planet to build and colonize a load of others and then when my pops low on all planets ill sit back and let it grow, tweaking them all here and there. My strategy is diplomatic and culture hugging so its not uncommon for me to have an 8bill pop planet at 100% morale with 40% tax and no approval boosting buildings. So my average setup after the initial planet grab is 3/4 good (10+) planets and up to 10 normal ones.

I then go onto sending colony ships out into open space, grabbing planets as far away as i can, and any nice ones i happen to stumble upon, then later on i fill in the gaps, and with my most optomistic planets start converting the enemy till they declare war on me, and then my allies go and give them whats what. By the time they surrender im their best friend and get everything :)

Reply #7 Top

Try to experiment here and there.

For instance, on tiny maps with few planets, you may find that the only way to ensure you are able to nab some of the few planets up for grabs, you might need to rush buy colony ships. The question is do you pay all of it now, or pay some now and a lot more latter. The first option saves you money in the long term, but drains you early in the game when its difficult to make money. The second option may save you money so you can do stuff that requires money, but you might quickly find that the weekly bills to be quite crippling on your economy.

Another case might be a larger map with plenty of planets. In such a case, you might find it productive to build sensor ships and use them to search the map in a methodical manor (starting with local space) so you eventually have seen every single parsec. The advantage of this is, you will likely notice nearby, but easily hidden galactic resources that you can exploit to give you an early advantage. It will also helps save you from one of those "feeling stupid moments" because one of the other civs nabs a resource near your homeworld that you didn't notice before.

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Me, one of the tricks I use is to send my space miner to nearby star (hopefully adjacent sector) to get an early glance of colonizable planets. After seeing the star, I can get info on the number of colonizable planets the star system has, and from there I can look at the planets to see the PQ and planet type. Once I'm satisfied with what I know, I send the space miner back home to start its mining operations (usually when I have a proper sensor ship to replace it).

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By the way, 2 tips: First, leaving your taxes at 0% is ussually an easy way to get 100% morale, which doubles population growth rate. The other tip is to never leave your tax rate siting on a multiple of 10. Increasing your taxes from (X0 - 1) to (X0) results in a larger morale drop than increasing your tax rate from any other number. As such, you should try to use tax rates like 39%, 49%, 59% etc. so you can minimize your overall impact on morale.

Reply #8 Top

By the way, 2 tips: First, leaving your taxes at 0% is ussually an easy way to get 100% morale,

Eh, I personally don't mind micro-managing it to keep it teetering on that edge.  I'll lower the tax as far as I need to get all planets to 100% and then keep lowering it as need be every week.  This way I'll be able to keep it at 100% longer since my economy won't tank as quickly.  Playing as a race with inherent +morale as well as tossing more +morale in really helps to push that econ crash back further.

Reply #9 Top

Just to add a bit to DW's post: When I colonize, I set the starmap to display only planets, not stars. You do that, and you won't have to bother with empty stars. Then I start the colonizing, going for the systems with the more planets first.

Reply #10 Top

I don't see how it would even be possible to fill all tiles on all planets right out of the gate.  In TA, the maintenance costs for factories and labs are high so you'd end up in a hole you can't get out of.  I add those buildings as population levels increase which provides the economy to support them.   Economic buildings are going to be the first ones to build.  However, they're less effective with low planet populations so you don't want to build those right out of the gate either.

Reply #11 Top

TA is the key term there though.  Back in DL/DA it was possible to do that.

Reply #12 Top

Yea, TA is so much more interesting, I've pretty much forgotten about the previous versions of the game.  But yea, I imagine in DA, you could build heavily with less concern.

Reply #13 Top

It's all about timing. When you set the build queue for a new planet, put a market center or something at the top, then start building the factories. Depending on what your sliders are at, this will give the planet 10-15 turns to grow before maintenance-heavy buildings start appearing. It's not fool proof, but it's good for the absent-minded like me, who partially build a planet, then realize they never went back and filled it

Reply #14 Top

Just out of curiosity - does anyone have the tax formula annotated in an easy to understand way.

I've looked at the wiki, and I just never have figured the darn thing out -

constant * sqrt(population_in_billions) * tax_rate * (1 + (sum from buildings on planet)) * (1 + (sum from racial bonuses/maluses) )

Presuming the constant in TA to be 20, 1 billion colonists should be enough to maintain a planet at 50% tax rate given an initial colony maintenance of 10, which does not (posting from work) match my recollections of what the tax base works out to.

Perhaps this makes sense to others?

Jonnan

Reply #15 Top

Assuming that formula is accurate, the constant in TA is closer to 17. I just ran 3 planets and they all came out different, from 16.5 to 17.2

I don't see anywhere in the formula where rounding would cause that sort of variation.