Huge planets in latest version

Hi,

I know that under the earlier versions people used to develop huge populations, especially of robots but since the planet class cap was introduced this has got harder.

Now we have a new toy the "Chimeric Biomass" to increase the class of a planet and the min distance between star bases has been reduced so they can be served by far more star bases (potentially up to 36 in the endgame if you're pragmatic and so increase the radius by 2 and add in the support field mastery tech and its +2 ability).

I was wondering what monstrous planets people have created and include one from the finish of my last game just before I completed  the Ascension Gate.

The planet started as class 20 and the unused tiles are from the glorious Chimeric Biomass which I've just added. (Incidentally is the galactic mainframe a sensible use of the tile next to the capital?). I've been ignoring the Prelimbral Beacon Centre since don't need space monsters and don't want to use Arnor Spice for no good reason - I suppose I could delete it but it seems a bit sad to do so.  

It's currently serviced by 20 starbases all of which have the full gamut  of production bonuses (factory , zero scaling  replicators, collectors) but much less research infrastructure due to the promethion cost. 

Anyway, I'd love to see some other people's planets which put my effort to shame.

 

Cheers,

 

Jon

 

100,063 views 18 replies
Reply #1 Top

Sounds great the bigger the better planets. Why am I not getting this.

Reply #2 Top

Why does this feel like a trap?

"Hey guys show me your planets... for reasons... I totally don't have an armada on the way and looking for prime real estate."

Reply #3 Top

Quoting SchismNavigator, reply 2

Why does this feel like a trap?

"Hey guys show me your planets... for reasons... I totally don't have an armada on the way and looking for prime real estate."
End of SchismNavigator's quote

 

Hi,

I'm slightly confused.

The planet was defended just a bit (notably by nightmare missile powered ships with 144 attack) and anyway with 20 Arcaean starbases round it, any intruder would be slowed to a near halt  and all of my ships in the vicinity would start with +20 attack on their base value.

Cheers,

Jon

 

Reply #4 Top

Oh yes chimeric biomass is my favorite artifact by far.

 

I dont have as many economic starbases surrounding this planet yet so I cant quite match your total construction output. But, I have almost 50 more raw production with slightly lower population. This is a manufacturing planet - the science and wealth I essentially get for free with ancient + tourism. I also get an extra 10 free raw production because its my homeworld(I love precursor worlds, but you dont always get one so I try to maximize my homeworld instead)

 

The most recent update gives colony capitals +1 raw production per level. So, assuming you took the pragmatic precursor fabricator that gives +raw production(IMO always the superior choice), I recommend putting the fabricator next your capital diagonally and then put your manufacturing capital and fusion power plant next to both.

Other tips, strategic command(gives +50% ship production), antimatter power plant, stack asteroid mines(even ones that give only .7 of their total yield). Government tech also provides raw production % boosts. Bernal sphere can save you a tile or two from not needing to build as many cities.

If you get lucky and see a precursor planet and you can get the colony ship merc that gives the +20% raw production to colony, get those both as well.

 

Reply #5 Top

Oh and unfortunately precursor fabricator is bugged when it comes to adjacency bonuses so you need to fix it with a mod unfortunately.

 

Also, even if you have other defenses I always recommend putting a general on any of your super planets as a last line of defense. If you lose that planet it can be crippling.

Reply #6 Top

Pre-retribution, I was putting out 5000 social per turn, and cranking out a citizen every turn.  

Reply #7 Top

@Charlando

:cylon: Inefficient Planet layout detected. Assimilation in progress, resistance is futile. }:)  

Reply #8 Top

EDIT:  deleted.  I was wrong.

Reply #9 Top

Quoting AdamMG, reply 8

Actually, the capital does not take levels from adjacencies.  It is a "special improvement".  So yeah, that planet layout is inefficient.  What the +1 Raw means in terms of capitals, is that upon upgrading the capital (using planetology techs) it gives extra Raw.  Yes, there is ambiguity in the terms.
End of AdamMG's quote

Thats what I thought at first, but no its actually +1 per level. I can see it in the raw production breakdown and hoevering over improvement. I'm a bit puzzled you could even suggest this as if I havent looked at the production breakdown on my planet. Have you played lately? This has been the case in every game I've played since the most recent update

 

The colony capital upgrades in fact do not give more raw production than the un-upgraded version

Reply #10 Top

Directly from the ImprovementDefs.xml

 

    <LevelEffectStats>

      <EffectType>ProductionPoints</EffectType>

      <Target>

        <TargetType>Colony</TargetType>

      </Target>

      <BonusType>Flat</BonusType>

      <Value>1</Value>

    </LevelEffectStats>

Reply #11 Top

If it DOEsn't give bonuses to raw production, and other things it is either a typo, or a bug.

Reply #12 Top

Quoting admiralWillyWilber, reply 11

If it DOEsn't give bonuses to raw production, and other things it is either a typo, or a bug.
End of admiralWillyWilber's quote

I am definitely not seeing any leveleffect stats at all in Improvementdefs.xml for Civ capital, colony capital, or any of their upgrades. However, if I place a factory next to one in game, it shows a level of 1 instead of 0 (but no other effect).

This is for Crusade. Here's the start of ImprovementDefs.xml Crusade version 3.7 that I see:

Code: xml
  1. <!--?xml version="1.0" encoding="utf-8" standalone="yes" ?--> <!-- Created with the Crusade editor -->&lt;?xml version="1.0" encoding="utf-8" standalone="yes" ?&gt;
  2. &lt;DefaultImprovementList
  3. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
  4. xsi:noNamespaceSchemaLocation="../../../Data/Schema/ImprovementDefs.xsd"&gt;
  5. &lt;!-- Created with the Crusade editor --&gt;
  6. &lt;!-- ImprovementDefs.xml --&gt;
  7.  
  8.   &lt;Improvement&gt;
  9.     &lt;InternalName&gt;ColonyCapital&lt;/InternalName&gt;
  10.     &lt;DisplayName&gt;ColonyCapital_Name&lt;/DisplayName&gt;
  11.     &lt;ShortDescription&gt;ColonyCapital_ShortDec&lt;/ShortDescription&gt;
  12.     &lt;Description&gt;ColonyCapital_Dec&lt;/Description&gt;
  13.     &lt;Icon&gt;ColonyCapital.png&lt;/Icon&gt;
  14.     &lt;BuildIcon&gt;ColonyCapital_Build.png&lt;/BuildIcon&gt;
  15.     &lt;ListIcon&gt;ColonyCapital_Icon.png&lt;/ListIcon&gt;
  16.     &lt;ImprovementType&gt;Special&lt;/ImprovementType&gt;
  17.     &lt;SecondaryType&gt;MaxManufacturing&lt;/SecondaryType&gt;
  18.     &lt;PlacementType&gt;Special&lt;/PlacementType&gt;
  19.     &lt;IsIndestructible&gt;true&lt;/IsIndestructible&gt;
  20.     &lt;IsColonyUnique&gt;true&lt;/IsColonyUnique&gt;
  21.     &lt;Stats&gt;
  22.       &lt;EffectType&gt;ResistanceBonus&lt;/EffectType&gt;
  23.       &lt;Target&gt;
  24.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  25.       &lt;/Target&gt;
  26.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  27.       &lt;Value&gt;0.1&lt;/Value&gt;
  28.     &lt;/Stats&gt;
  29.     &lt;Stats&gt;
  30.       &lt;EffectType&gt;ProductionPoints&lt;/EffectType&gt;
  31.       &lt;Target&gt;
  32.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  33.       &lt;/Target&gt;
  34.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  35.       &lt;Value&gt;1&lt;/Value&gt;
  36.     &lt;/Stats&gt;
  37.     &lt;Stats&gt;
  38.       &lt;EffectType&gt;GoodsAndServices&lt;/EffectType&gt;
  39.       &lt;Target&gt;
  40.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  41.       &lt;/Target&gt;
  42.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  43.       &lt;Value&gt;2&lt;/Value&gt;
  44.     &lt;/Stats&gt;
  45.     &lt;Stats&gt;
  46.       &lt;EffectType&gt;InfluencePerTurn&lt;/EffectType&gt;
  47.       &lt;Target&gt;
  48.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  49.       &lt;/Target&gt;
  50.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  51.       &lt;Value&gt;1&lt;/Value&gt;
  52.     &lt;/Stats&gt;
  53.     &lt;Stats&gt;
  54.       &lt;EffectType&gt;PopulationCap&lt;/EffectType&gt;
  55.       &lt;Target&gt;
  56.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  57.       &lt;/Target&gt;
  58.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  59.       &lt;Value&gt;3&lt;/Value&gt;
  60.     &lt;/Stats&gt;
  61.     &lt;Stats&gt;
  62.       &lt;EffectType&gt;SensorPower&lt;/EffectType&gt;
  63.       &lt;Target&gt;
  64.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  65.       &lt;/Target&gt;
  66.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  67.       &lt;Value&gt;8&lt;/Value&gt;
  68.     &lt;/Stats&gt;
  69.     &lt;Stats&gt;
  70.       &lt;EffectType&gt;Maintenance&lt;/EffectType&gt;
  71.       &lt;Target&gt;
  72.         &lt;TargetType&gt;Improvement&lt;/TargetType&gt;
  73.       &lt;/Target&gt;
  74.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  75.       &lt;Value&gt;3&lt;/Value&gt;
  76.     &lt;/Stats&gt;
  77.     &lt;NeighborBonuses&gt;
  78.       &lt;GiveBonusToNeighborType&gt;Research&lt;/GiveBonusToNeighborType&gt;
  79.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  80.     &lt;/NeighborBonuses&gt;
  81.     &lt;NeighborBonuses&gt;
  82.       &lt;GiveBonusToNeighborType&gt;Wealth&lt;/GiveBonusToNeighborType&gt;
  83.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  84.     &lt;/NeighborBonuses&gt;
  85.     &lt;NeighborBonuses&gt;
  86.       &lt;GiveBonusToNeighborType&gt;Approval&lt;/GiveBonusToNeighborType&gt;
  87.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  88.     &lt;/NeighborBonuses&gt;
  89.     &lt;NeighborBonuses&gt;
  90.       &lt;GiveBonusToNeighborType&gt;MaxManufacturing&lt;/GiveBonusToNeighborType&gt;
  91.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  92.     &lt;/NeighborBonuses&gt;
  93.     &lt;NeighborBonuses&gt;
  94.       &lt;GiveBonusToNeighborType&gt;Influence&lt;/GiveBonusToNeighborType&gt;
  95.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  96.     &lt;/NeighborBonuses&gt;
  97.     &lt;NeighborBonuses&gt;
  98.       &lt;GiveBonusToNeighborType&gt;Population&lt;/GiveBonusToNeighborType&gt;
  99.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  100.     &lt;/NeighborBonuses&gt;
  101.     &lt;Prerequ&gt;
  102.       &lt;Unavailable&gt;true&lt;/Unavailable&gt;
  103.       &lt;Techs&gt;
  104.         &lt;Option&gt;TechTree&lt;/Option&gt;
  105.       &lt;/Techs&gt;
  106.     &lt;/Prerequ&gt;
  107.   &lt;/Improvement&gt;
  108.   &lt;Improvement&gt;
  109.     &lt;InternalName&gt;CivilizationCapital&lt;/InternalName&gt;
  110.     &lt;DisplayName&gt;CivilizationCapital_Name&lt;/DisplayName&gt;
  111.     &lt;ShortDescription&gt;CivilizationCapital_ShortDec&lt;/ShortDescription&gt;
  112.     &lt;Description&gt;CivilizationCapital_Dec&lt;/Description&gt;
  113.     &lt;Icon&gt;CivilizationCapital.png&lt;/Icon&gt;
  114.     &lt;BuildIcon&gt;CivilizationCapital_Build.png&lt;/BuildIcon&gt;
  115.     &lt;ListIcon&gt;CivilizationCapital_Icon.png&lt;/ListIcon&gt;
  116.     &lt;ImprovementType&gt;Special&lt;/ImprovementType&gt;
  117.     &lt;SecondaryType&gt;MaxManufacturing&lt;/SecondaryType&gt;
  118.     &lt;PlacementType&gt;Special&lt;/PlacementType&gt;
  119.     &lt;IsIndestructible&gt;true&lt;/IsIndestructible&gt;
  120.     &lt;IsColonyUnique&gt;true&lt;/IsColonyUnique&gt;
  121.     &lt;Stats&gt;
  122.       &lt;EffectType&gt;ResistanceBonus&lt;/EffectType&gt;
  123.       &lt;Target&gt;
  124.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  125.       &lt;/Target&gt;
  126.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  127.       &lt;Value&gt;0.5&lt;/Value&gt;
  128.     &lt;/Stats&gt;
  129.     &lt;Stats&gt;
  130.       &lt;EffectType&gt;ProductionPoints&lt;/EffectType&gt;
  131.       &lt;Target&gt;
  132.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  133.       &lt;/Target&gt;
  134.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  135.       &lt;Value&gt;2&lt;/Value&gt;
  136.     &lt;/Stats&gt;
  137.     &lt;Stats&gt;
  138.       &lt;EffectType&gt;GoodsAndServices&lt;/EffectType&gt;
  139.       &lt;Target&gt;
  140.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  141.       &lt;/Target&gt;
  142.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  143.       &lt;Value&gt;4&lt;/Value&gt;
  144.     &lt;/Stats&gt;
  145.     &lt;Stats&gt;
  146.       &lt;EffectType&gt;InfluencePerTurn&lt;/EffectType&gt;
  147.       &lt;Target&gt;
  148.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  149.       &lt;/Target&gt;
  150.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  151.       &lt;Value&gt;4&lt;/Value&gt;
  152.     &lt;/Stats&gt;
  153.     &lt;Stats&gt;
  154.       &lt;EffectType&gt;PopulationCap&lt;/EffectType&gt;
  155.       &lt;Target&gt;
  156.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  157.       &lt;/Target&gt;
  158.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  159.       &lt;Value&gt;5&lt;/Value&gt;
  160.     &lt;/Stats&gt;
  161.     &lt;Stats&gt;
  162.       &lt;EffectType&gt;SensorPower&lt;/EffectType&gt;
  163.       &lt;Target&gt;
  164.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  165.       &lt;/Target&gt;
  166.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  167.       &lt;Value&gt;12&lt;/Value&gt;
  168.     &lt;/Stats&gt;
  169.     &lt;Stats&gt;
  170.       &lt;EffectType&gt;Tourism&lt;/EffectType&gt;
  171.       &lt;Target&gt;
  172.         &lt;TargetType&gt;Colony&lt;/TargetType&gt;
  173.       &lt;/Target&gt;
  174.       &lt;BonusType&gt;Flat&lt;/BonusType&gt;
  175.       &lt;Value&gt;0.01&lt;/Value&gt;
  176.     &lt;/Stats&gt;
  177.     &lt;NeighborBonuses&gt;
  178.       &lt;GiveBonusToNeighborType&gt;MaxManufacturing&lt;/GiveBonusToNeighborType&gt;
  179.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  180.     &lt;/NeighborBonuses&gt;
  181.     &lt;NeighborBonuses&gt;
  182.       &lt;GiveBonusToNeighborType&gt;Approval&lt;/GiveBonusToNeighborType&gt;
  183.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  184.     &lt;/NeighborBonuses&gt;
  185.     &lt;NeighborBonuses&gt;
  186.       &lt;GiveBonusToNeighborType&gt;Research&lt;/GiveBonusToNeighborType&gt;
  187.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  188.     &lt;/NeighborBonuses&gt;
  189.     &lt;NeighborBonuses&gt;
  190.       &lt;GiveBonusToNeighborType&gt;Influence&lt;/GiveBonusToNeighborType&gt;
  191.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  192.     &lt;/NeighborBonuses&gt;
  193.     &lt;NeighborBonuses&gt;
  194.       &lt;GiveBonusToNeighborType&gt;Wealth&lt;/GiveBonusToNeighborType&gt;
  195.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  196.     &lt;/NeighborBonuses&gt;
  197.     &lt;NeighborBonuses&gt;
  198.       &lt;GiveBonusToNeighborType&gt;Population&lt;/GiveBonusToNeighborType&gt;
  199.       &lt;NeighborBonusValue&gt;1&lt;/NeighborBonusValue&gt;
  200.     &lt;/NeighborBonuses&gt;
  201.     &lt;Prerequ&gt;
  202.       &lt;Unavailable&gt;true&lt;/Unavailable&gt;
  203.       &lt;Techs&gt;
  204.         &lt;Option&gt;TechTree&lt;/Option&gt;
  205.       &lt;/Techs&gt;
  206.     &lt;/Prerequ&gt;
  207.   &lt;/Improvement&gt;

Reply #13 Top

The upgraded colony capital is new, are you sure it's in crusades 

Reply #14 Top

It is. I only have Crusades. The upgraded capitals are in the XML, but I'm not sure at all they are properly unlocked: I can't check right now, but last I've seen is that I've not seen them in game

P.S.: I just notized the first upgrade is llinked to "XenoAdaptationTech", but that tech is not in the tech tree in Crusades!

Reply #15 Top

XenoAdaptationTech is in MasterTechDefs.xml - Line 1978.

ColonyCapitalUpgrade is in ImprovementDefs.xml - Line 211.

ColonyCapitalUpgrade2 is in ImprovementDefs.xml - Line 321.

These files are located at - .......steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade\Game.

Reply #16 Top

Ok, now I know why I didn't find the upgrades: I was playing Synthetic, and XenoAdaption is not available to Synthetic and Silicon races! This means the upgrades are not available either. :annoyed:  

Reply #17 Top

In a recent game playing as a custom faction the Elerians(Ancient + Exterminators, basically evil Altarians) I came across 3 chimeric biomass artifacts and I managed to make 2 super planets. Both of these arent fully optimized due to some short term decisions made earlier in the game.

The first is my homeworld Elaria. Highlights: Quantum Power Plant, Singularity Power Plant, Antimatter Power Plant, Strategic command for +50% ship construction, Orbital Defense Platform + Helios ore to level up Startport and Enginnering Center, Temple of Despair. Also produces a ton of food so somehow its both an industrial and farming planet.

TFor the second, I took a level 5 active core planet, settled it with the mercenary that gives a +20% raw production to the colony it founds, and then suck most of my chimeric biomass charges into it. This probably wasnt the optimal decision, but it turned out fine.

Highlights: Pragmatic Precursor Fabrication Plant, Idol of Chains(+50% ship construction),Shrine of Agol(+3 to all), Quantum Power Plant, Manufacturing Capital, Planetary Defense Dome, Starport, Resupply Center, Death Furnaces.

Behold, Starforge:

 

Reply #18 Top

In a recent game playing as a custom faction the Elerians(Ancient + Exterminators, basically evil Altarians) I came across 3 chimeric biomass artifacts and I managed to make 2 super planets. Both of these arent fully optimized due to some short term decisions made earlier in the game.

The first is my homeworld Elaria. Highlights: Quantum Power Plant, Singularity Power Plant, Antimatter Power Plant, Strategic command for +50% ship construction, Orbital Defense Platform + Helios ore to level up Startport and Enginnering Center, Temple of Despair. Also produces a ton of food so somehow its both an industrial and farming planet.

TFor the second, I took a level 5 active core planet, settled it with the mercenary that gives a +20% raw production to the colony it founds, and then suck most of my chimeric biomass charges into it. This probably wasnt the optimal decision, but it turned out fine.

Highlights: Pragmatic Precursor Fabrication Plant, Idol of Chains(+50% ship construction),Shrine of Agol(+3 to all), Quantum Power Plant, Manufacturing Capital, Planetary Defense Dome, Starport, Resupply Center, Death Furnaces.

Behold, Starforge: