Another silly MOO2 question

malicious bloke

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A radiated planet can turn into a barren one if you use a radiation shield; is there a way to do the same with a toxic planet so it can be terraformed?
 
A radiated planet can turn into a barren one if you use a radiation shield; is there a way to do the same with a toxic planet so it can be terraformed?

Nope, MoO2 Toxics are Toxics forever ... unless you really, really, really want a terraformed planet in their place, in which case, if you have the right techs really late in the game, you can try these "simple" (actually just silly) steps:

1. Make sure there's another habitable planet in the system, building an Artificial Planet from asteroids or a gas giant if necessary.
2. Allow one of the AIs to colonize the Toxic world (or, if necessary, colonize it yourself and give them the system as tribute).
3. Attack the world with a ship bearing the Stellar Converter weapon. When you achieve space superiority, destroy the planet rather than bombarding normally; this should turn it into an asteroid field.
4. Colonize or capture another world in the system if you haven't done so already (hope you didn't skip step 1...).
5. Build an Artificial Planet from the asteroids that remain of the formerly toxic planet; it'll now be barren, and can be terraformed.

It's been years since I destroyed and rebuilt a world for any reason (never for this one), so I don't remember if the planet would retain its previous gravity or its rich/poor/artifacts/whatever status. The only reason I've heard of for doing this is to seek the maximum possible score (per an earlier thread on this forum) ... which seems like a pretty silly goal in itself to me.
 
Nope, MoO2 Toxics are Toxics forever ... unless you really, really, really want a terraformed planet in their place, in which case, if you have the right techs really late in the game, you can try these "simple" (actually just silly) steps:

1. Make sure there's another habitable planet in the system, building an Artificial Planet from asteroids or a gas giant if necessary.
2. Allow one of the AIs to colonize the Toxic world (or, if necessary, colonize it yourself and give them the system as tribute).
3. Attack the world with a ship bearing the Stellar Converter weapon. When you achieve space superiority, destroy the planet rather than bombarding normally; this should turn it into an asteroid field.
4. Colonize or capture another world in the system if you haven't done so already (hope you didn't skip step 1...).
5. Build an Artificial Planet from the asteroids that remain of the formerly toxic planet; it'll now be barren, and can be terraformed.

It's been years since I destroyed and rebuilt a world for any reason (never for this one), so I don't remember if the planet would retain its previous gravity or its rich/poor/artifacts/whatever status. The only reason I've heard of for doing this is to seek the maximum possible score (per an earlier thread on this forum) ... which seems like a pretty silly goal in itself to me.

Now that is interesting, if slightly OTT. All the artificial planets ive ever made have been huge/barren and normal wealth/food, im pretty sure that's standard. Cheers for that ;)
 
All artificial plants are not guaranteed to be huge. I have gotten Medium and Large.

One reason someone may want to go to the trouble of destroying a planet and rebuilding is to up their score. I do not use this method, but others have.
 
All artificial plants are not guaranteed to be huge. I have gotten Medium and Large.

One reason someone may want to go to the trouble of destroying a planet and rebuilding is to up their score. I do not use this method, but others have.

Come to think of it i've just had a couple turn out less than 32 after terraforming/gaia transforming, so i guess yer right :)

....

OK, next stupid question is in two parts.

If you choose low-g or heavy-g world as one of your attributes, does that mean your homeworld gets a production penalty for being low/heavy-g, or every normal-g world you colonise gets a production penalty because your population is conditioned to low/heavy-g?

If the latter is true, does the gravity generator normalise the gravity to normal-g or low/heavy-g depending on your racial characteristics?
 
(...)
If you choose low-g or heavy-g world as one of your attributes, does that mean your homeworld gets a production penalty for being low/heavy-g, or every normal-g world you colonise gets a production penalty because your population is conditioned to low/heavy-g?

If the latter is true, does the gravity generator normalise the gravity to normal-g or low/heavy-g depending on your racial characteristics?

Ahhhh, gravity. Here's the deal:

Choosing the Heavy G characteristic has three beneficial effects:
1. Your homeworld is High-G, making it less attractive to other races. This doesn't hurt you because:
2. Your race treats High-G worlds as Normal G worlds for all practical purposes -- no penalties for settling either one. And last and probably least:
3. Your marines get an innate gropo bonus.

Choosing the Low G characteristic has more-or-less opposite effects:
1. Your homeworld is Low-G, which makes it a little less attractive to other races.
2. Your race suffers no penalties on Low-G worlds, but suffers 25% penalties (the same that normal races get on Low-G worlds) to all activities (farmers, workers, and scientists) on worlds with standard gravity.
3. Your marines get a small gropo penalty.

Finally, the roleplaying answer on Gravity Generators is that they create individual gravity wells for every structure on the world where they are built, customized for that structure's inhabitants. The game mechanics answer is that no gravity-related penalties are suffered by anyone on a world with a Planetary Gravity Generator; you can have (captured and assimilated) members of High-G, Low-G, and Normal-G races all working side-by-side on the same planet with no penalties.
 
All artificial plants are not guaranteed to be huge. I have gotten Medium and Large.

One reason someone may want to go to the trouble of destroying a planet and rebuilding is to up their score. I do not use this method, but others have.

Artificial Planets from asteroids are large, APs from Gas Giants are Huge.
 
Don't forget that unification will completely negate high g penalty due to stupid maths of MoO2 where a 50% increase and a 50% penalty cancel out.
 
All artificial plants are not guaranteed to be huge. I have gotten Medium and Large.

One reason someone may want to go to the trouble of destroying a planet and rebuilding is to up their score. I do not use this method, but others have.

I think you are mistaken, IIRC you can't get medium size.

The rule is:
Gas Giant: Gives a huge barren
Asteroid field (including the ones from stellars): Gives a large barren
 
annoying useless things those toxic planets. wonder why they left them off the terraforming list
Well, there has to be a "worst planet" type.
Interestingly, in Moo1, Radiated were the worst, and Toxic only second worst. And IIRC, all could eventually be terraformed.

Moo2 Toxic planets can still be good to colonize: in the early game, I'll gladly colonize a Toxic planet with Gold or Gems, for the extra income (helps rushing autofactories in new colonies). Later on, of course, they become irrelevant.
And I'll always consider colonizing a Rich or Ultra-Rich Toxic, especially if I have Max population bonuses and I can use a colony base instead of a more expensive colony ship.
 
one of the things I appreciated about Moo 1 and galciv was being able to terraform/colonize any planet eventually (toxic, radiated etc). Though galciv did have a much higher occurrence of empty systems...
 
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