Civilization IN SPACE!

Oh I can take your measly little invasion ship alright. I can train a new Planetary Defense Ship every single turn, with overflow! Even if I had only spotted your ship when it was right next to my culture I would still have had time to train three garrison units.
 
Oh I can take your measly little invasion ship alright. I can train a new Planetary Defense Ship every single turn, with overflow! Even if I had only spotted your ship when it was right next to my culture I would still have had time to train three garrison units.


Well, go ahead and waste your production on planetary defense. My statement about dishing it out but can't take it was about the In Character banter and insults, not about the ships.

I am still spending time on expansion through Colonization, and there are pirates flying around between our systems giving my scouts a hard time.
 
Huh. I just found out that I can micro manage my Star Systems. I can move pop from one planet to the next. Not that that would be in my best interest right now, but it's good to know.

So when looking at new star systems how can you tell the benefits of each planet to see if it's worth colonizing? For instance, one planet might be 2 bread, 3 hammer and 1 gold. Whereas, another planet could be 1b, 2h, 6g.

Also, how do you choose what planet on which to build the item in your production queue? I don't mean how is it done, but what should be factored in the decision? Or does it not really matter anyway?
 
So when looking at new star systems how can you tell the benefits of each planet to see if it's worth colonizing? For instance, one planet might be 2 bread, 3 hammer and 1 gold. Whereas, another planet could be 1b, 2h, 6g.

Technically every system is worth colonizing, the real question is more a 'when' than an 'if'.
I think you should settle all systems surrounding the Forge, fill them with buildings, and leave only token garrison in place. :mischief:

If we ignore geopolitical concerns (like needing to cut another faction off by settling a system near a chokepoint or something), there are four factors determining the quality of a system. In no particular order:

#1: Number of Planets
Duh, the more the better

#2: Size of Planets
Duh, the bigger the better

#3: Good Planets in the first and second 'cultural' ring(s)
This is less important for Paradise and more important for Halis. I've had systems where the only immediately accessible planets were two size 1 dwarfs, with nothing in the second ring but three size 3 planets with a resource and moons in the third ring. Such a system might become very good in the long run, but it takes ages of spamming influence buildings just to get to work the good planets. Ideally you want the best (allow for big populations, have a resource and moon(s)) planets in the first or maybe second ring.

#4: Specials
Mostly resources, but moons are also good to have especially in foodrich systems. Rings might be worth considering if you have your eye on that one world (universe?) wonder that requires them. New Earth and Paradise should prioritize systems with a (happiness) resource in their first ring to counteract their trait given penalty.

I did say that those factors were in no particular order, however I have to add that one size 3 planet is usually better than 3 size 1 planets. Quality beats quantity here.

Also, how do you choose what planet on which to build the item in your production queue? I don't mean how is it done, but what should be factored in the decision? Or does it not really matter anyway?

Depends. Most buildings you can just place anywhere, however you need to pay more attention to buildings that only boost the planet they are on like Mining Facilities, Mag-Lev Networks and Habitation Systems. Those should be built on your best and biggest planets to get the most out of them. Also notice that some buildings have upgraded versions that can only be built on planets that have the basic version already, e.g. Factory and Manufacturing Plant or Mining Facility and Nanoextraction Upgrade. Since buildings become more expensive the more copies of them you built in the same star system it is better to concentrate the planet specific ones rather than spread them out. This is also the reason why one big planet is better than several small ones. More than two instances of the same building in one star system are only rarely profitable, although I will sometimes make a third instance of a building if its production is boosted by my trait.

Remind me to take screenshots once my next turn comes around to show you specific examples.
 
#3: Good Planets in the first and second 'cultural' ring(s)
This is less important for Paradise and more important for Halis. I've had systems where the only immediately accessible planets were two size 1 dwarfs, with nothing in the second ring but three size 3 planets with a resource and moons in the third ring. Such a system might become very good in the long run, but it takes ages of spamming influence buildings just to get to work the good planets. Ideally you want the best (allow for big populations, have a resource and moon(s)) planets in the first or maybe second ring.

#4: Specials
Mostly resources, but moons are also good to have especially in foodrich systems. Rings might be worth considering if you have your eye on that one world (universe?) wonder that requires them. New Earth and Paradise should prioritize systems with a (happiness) resource in their first ring to counteract their trait given penalty.

I guess what I'm not understanding is how can you tell what the planets have? For instance, when I mouse over a system it might say cotton or whatever, but it does not tell me what planet one has in regards to b, h, or g.

So in the above quote where I have highlighted red, how do you know it is a size 3 and what resources it has?

And the quote highlighted Navy, how do you know it is a foodrich? Or which planet has happiness as mentioned in the Purple quote so that you can make sure it is in the 1st ring?

Remind me to take screenshots once my next turn comes around to show you specific examples.

Don't forget to take screenshots, especially where all your ships are located. :scan:
 
As luck would have it my turn just came in so no reminders required. I have attached three screenshots of systems I have explored. They fit pretty much into the categories awesome, okay and bad.

The first system is the best of these hands down. It has the maximal number of possible planets and they all are of decent or better size. It also has a Spice resource and a moon. While I would rather have the resource in the first ring this is still pretty damn close to perfection and I will settle/conquer (looking at you gpcii) it as soon as possible. This is what a good system looks like.

The systems Eridanus and Garnet are rather lackluster in comparison, though the former isn't really bad per se. The first ring is good and the second has a nice size 3 gas giant, so even if it'll only be in the middle of the pack long term it's still pretty decent early on even without cultural expansion.
The third system is like one of those I mentioned in my earlier post, only three population possible in the first ring and absolutely nothing in the second. The size 3 Gas Giant with Wine is the best planet of the system by far but since it's in the third ring it's gonna take forever until it's in your influence. If this system had only the three other planets it would be junk.

I guess what I'm not understanding is how can you tell what the planets have? For instance, when I mouse over a system it might say cotton or whatever, but it does not tell me what planet one has in regards to b, h, or g.

Double-click on the sun of an uninhabited star system to get a pop-up showing you details, like those in my screenshots.
 
hmmmm soo.... spam units is the best way to win is what im hearing? ;)

lol jk... all very good knowledge thank you. The avowers have a ton of close star systems... just need to settle them all!
 
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