Ravagus Ravagus

Planet specialization versus trade ports question.

Planet specialization versus trade ports question.

Greetings.

 

I'm curious if the planet specializations is a decent option to building a lot of trade ports. I find it annoying to have to build a lot of them to get a good economy.

71,982 views 56 replies
Reply #26 Top

Quoting Omega64, reply 24
I wish there was a bit more incentive to industrialize
End of Omega64's quote

 

there is, many players believe it to be OP compared to socialization because everyone is a trade lover..

 

keep in mind that social exploitation is only good for high population, high allegiance planets, while the other is for the opposite.

Reply #27 Top

Quoting Omega64, reply 24

I wish there was a bit more incentive to industrialize. The industrial bonuses as they stand don't appear to be anywhere near what the civilian ones are. I wonder.... does anyone else think adding something like a +4 logistic slot bonus for each level of industry specialization help balance things a bit? What about a resource extraction or refinery bonus in addition to trade?

Also, I'm a bit confused as to why these roles are what they are. Logically speaking, shouldn't worlds with higher populations have  more to contribute when it comes to trade? I know it's just a game mechanic, but I'm a bit baffled as to why having a higher population could hamper trade.
End of Omega64's quote

 

If one wanted to completely destroy any semblance of balance and make the industrial specialization universally the better choice then yes, your suggestion of adding logistical slots would work wonders.

No, on a more serious note, you are badly underestimating the value of the industrialization route. On the planets best fit for industrialization (ferrous & volcanic), there's an almost 100% bonus to trade income from completing the industry route. That's more than enough of a bonus. If you added a logistical slot each time, even some backwater trade world would blow your highest-pop world out of the water in terms of income.

You're right about the roles making very little sense. I also wonder why the industrial worlds reduce only ship build time, not cost, and why they provide no bonus to resource extraction. I guess it's ultimately down to game balance, it would have made them simply too powerful.

Reply #28 Top

Quoting Omega64, reply 24
Also, I'm a bit confused as to why these roles are what they are. Logically speaking, shouldn't worlds with higher populations have more to contribute when it comes to trade? I know it's just a game mechanic, but I'm a bit baffled as to why having a higher population could hamper trade.
End of Omega64's quote

 

I think it is because your income is you selling products.

 

Higher population means less industry to produce stuff to sell.... but more people who buy things = less trade income to start with and it is further reduced by your own population importing stuff.

 

On the industrial specialisation however, you have a ton of goods to sell.

 

 

Quoting Timmaigh, reply 25
Finally, i wonder if these upgrades have any inluence on the amount of money you get from stripped planet. I think when playing for VL, i wont be so ready to strip my homeworld as fast as before, given the fact, it equals to getting rid of 50 and more credits per second income now. Unless you OFC get proportionally more money from stripping the planet than before.
End of Timmaigh's quote

 

As stripping the planet basically tears it apart for resources, I dont think that it would have any meaningful difference on a planetary scale.

Reply #29 Top

 

Quoting ARESIV, reply 28



 
As stripping the planet basically tears it apart for resources, I dont think that it would have any meaningful difference on a planetary scale.
End of ARESIV's quote

That meaningful difference would concern the gameplay, not the logic of the technobabble.

There is no logical reason to get any credits from stripping after all, yet you get them for the sake of the gameplay. And from gameplay perspective perhaps it makes sense to get more from a planet which produces 2x as much income as it used preDLC.

 

 

Reply #30 Top

Quoting Apheirox, reply 27
I also wonder why the industrial worlds reduce only ship build time, not cost
End of Apheirox's quote

Ship cost is now a planet bonus, for whatever reason. You can count on modders to make industrial/shipyard worlds where you get a ship cost reduction by default.

Reply #31 Top

They could have done so much more with Social and Industrial improvements had they used the PlanetBonus entities :(

Reply #32 Top

Quoting Timmaigh, reply 29
That meaningful difference would concern the gameplay, not the logic of the technobabble.
End of Timmaigh's quote

When have you been concerned with meaningful gameplay  o_O

+1 Loading…
Reply #33 Top

Quoting ZombiesRus5, reply 32


Quoting Timmaigh, reply 29That meaningful difference would concern the gameplay, not the logic of the technobabble.

When have you been concerned with meaningful gameplay 
End of ZombiesRus5's quote

You are mean to me :(

 

 Anyway you will find out when you realize the world does not revolve around competitive multiplayer.

Reply #34 Top

How much population equals one credit on a planet without any bonus, trade port or anything else at 100% allegiance and what is the drop off in credit income per population "point" in allegiance?

Reply #35 Top

Quoting Ravagus, reply 34

How much population equals one credit on a planet without any bonus, trade port or anything else at 100% allegiance and what is the drop off in credit income per population "point" in allegiance?
End of Ravagus's quote

Exact numbers are basically irrelevant since all income is also scaled to the income speed settings.

However, I have noticed that on very fast settings 10 population is equivalent to about 0.2-0.25 credits/second at high allegiance levels. A planet at 50% allegiance would only get half as much. Trade inherently varies based on the length of your trade chain, so a base value is somewhat harder to come up with, but it seems to be 1.0-1.5 credits per trade port.

Reply #36 Top

Quoting GoaFan77, reply 35


Quoting Ravagus, reply 34
How much population equals one credit on a planet without any bonus, trade port or anything else at 100% allegiance and what is the drop off in credit income per population "point" in allegiance?

Exact numbers are basically irrelevant since all income is also scaled to the income speed settings.

However, I have noticed that on very fast settings 10 population is equivalent to about 0.2-0.25 credits/second at high allegiance levels. A planet at 50% allegiance would only get half as much. Trade inherently varies based on the length of your trade chain, so a base value is somewhat harder to come up with, but it seems to be 1.0-1.5 credits per trade port.
End of GoaFan77's quote

 

So basically if no bonuses are applied whatsoever going social to get more people on a planet with allegiance 50% or more, is if I understand your numbers right not a all that bad alternative to don't want to bother with trade ports and its chain.

 

So what I've got so far is that if you don't use trade ports and go for planet specialization instead you earn a whole lot more than you did before thus balancing trade port spam from preDLC.

On the other hand if you combine the specializations, build social on suitable planets, industry on the planets that's for them AND spam trade ports as usual with focus on industry specced planets your economy will go through the roof.

 

Did I miss something?

Reply #37 Top

Imagine!

...What would happen when you use wail on a terran planet with 800 population. Yes! }:)  There are more possibilities with this expansion than what meets the eye at any first glance. :grin:

Reply #38 Top

You can decide not to strip your planets, and keep the bonus income. Plus the income from your cap ships. Which will equal insane income.

The only good i see from industrial spec is the buff to ship building. If you don't have shipyards on the industrial worlds., Then it ain't worth it IMO.

Doh! I totally forgot about wail!

Reply #39 Top

Quoting Teun-A-Roonius, reply 37
...What would happen when you use wail on a terran planet with 800 population. Yes! There are more possibilities with this expansion than what meets the eye at any first glance.
End of Teun-A-Roonius's quote

May explain the hard nerf to Wail in the first Beta. And then we complained. Its because we didn't know about this coming.

Reply #40 Top

Quoting Major, reply 38
The only good i see from industrial spec is the buff to ship building.
End of Major's quote

 

On a Ferrous planet from 4 trade ports getting like 40 credits per sec (on fastest speed setting) is a good thing I guess :) Unless stupid AI targets that planet with Novalith... And it always does.. -.-

Reply #41 Top

i think the 1.5 patch changed wail because of the DLC, could you imagine a 1000 pop planet using wail if the damage is done over 20 seconds? the damage would be insanity!

Reply #42 Top

Quoting ezeltje299, reply 41
i think the 1.5 patch changed wail because of the DLC, could you imagine a 1000 pop planet using wail if the damage is done over 20 seconds? the damage would be insanity!
End of ezeltje299's quote

 

LOL even low level titans would die..

 

Wait, 1000 pop? Only if you have a TEC envoy with it's 3rd ability at your socialized terran or ocean.. And with humans it's not likely to happen :|

Reply #43 Top

Quoting Turchany, reply 42
Wait, 1000 pop? Only if you have a TEC envoy with it's 3rd ability at your socialized terran or ocean.. And with humans it's not likely to happen
End of Turchany's quote

You mean Advent? I can get 1200 with TEC on a Terran.

Reply #44 Top

Quoting Ryat, reply 43
You mean Advent? I can get 1200 with TEC on a Terran.
End of Ryat's quote

 

now as VL me too.. i guess the social specialization is different for Hume type Terran and normal terran.. means in those 6-7 games I played I never had a normal terran fully specialized as social :D

 

I don't know why they made a difference in there.. Home type terran should be as good as normal terran.. not like 500 pop difference if fully upgraded.. This specialization is very unclear for me now I think..

Reply #45 Top

Remember TEC has the best upgrades for Terran type planets. Plus I got some bonuses afterwards (planet and artifcat) that made it almost to 1400.

Reply #46 Top

Quoting Major, reply 38

You can decide not to strip your planets, and keep the bonus income. Plus the income from your cap ships. Which will equal insane income.

The only good i see from industrial spec is the buff to ship building. If you don't have shipyards on the industrial worlds., Then it ain't worth it IMO.

Doh! I totally forgot about wail!
End of Major's quote

It actually becomes a non-decision. Why would anyone strip a planet, which can produce equal amount of money as you would get from stripping it in literally 5 minutes?

EDIT: Not meant as complaint. Just being captain Obvious. :D

 

 

 

 

Reply #47 Top

Quoting Timmaigh, reply 46
It actually becomes a non-decision. Why would anyone strip a planet, which can produce equal amount of money as you would get from stripping it in literally 5 minutes?
End of Timmaigh's quote

Scorched Earth policy? Maybe I am

Quoting Timmaigh, reply 46
Just being captain Obvious.
End of Timmaigh's quote

Reply #48 Top

Quoting Ryat, reply 45
Remember TEC has the best upgrades for Terran type planets. Plus I got some bonuses afterwards (planet and artifcat) that made it almost to 1400.
End of Ryat's quote

 

ok as i said the problem was i though that all terrans behave like my home, and not being absolutely superior in population after socializing them.. still seems a strange thing for me..

 

I know TEC has the best.. I am quite familiar with researches and upgardes, but this socialization with all those false numbers... MAN.. it wrote the max pop on the normal terran after the 4 pop and 6 social was.. 2000+.. thats worse than an urban planet from mods.. I hope this ubermax 1200 stays, and not that 2000.. that would ruin the game somewhat with adding extremities in it. And hope the fix comes out soon, I am really lost in those false numbers, and can only guess how useful are these for the different planet types..

Reply #49 Top

Quoting Timmaigh, reply 46
It actually becomes a non-decision.
End of Timmaigh's quote

When I play VL I never strip a planet.. Is there any advantage in stripping them? I prefer having an oldschool economy to this stripping and piling up resources.. I prefer to have huge income late game.. only in the late game if I like I strip some newly conquered ex AI worlds that are far away from home and have low allegiance. What was your strategy Timmaigh with the stripping?

Reply #50 Top

Quoting Ryat, reply 47


Quoting Timmaigh, reply 46It actually becomes a non-decision. Why would anyone strip a planet, which can produce equal amount of money as you would get from stripping it in literally 5 minutes?

Scorched Earth policy? Maybe I am
Quoting Timmaigh, reply 46Just being captain Obvious.
End of Ryat's quote

You can do scorched earth policy with enemy planets you take over. But i doubt anyone would do it with his own highly developed worlds, especially now, when they can produce unholy amounts of money. Unless they are forced to, indeed.

@Turchany> Well, you know i am just an SP player, so i never used stripping against human player, just AI. And i think it works pretty well, but i dont see any reason to do that, until i really have to. Like when AIs overpowers me with sheer numbers, it feels kinda liberating to get rid of planets and not to worry about defending them over and over anymore. I guess, against human players its a fairly risky strategy, as failing one major battle against equally large enemy fleet or falling a victim to Wail/BRB and you have a serious problem, as you cant rebuild your forces as your enemy can. Thats why i think its a non-decision, its simply safer to play the game usual empire-builder style way....maybe it is just down to me and me having natural preference play safe...but somehow i assume majority of people see it that way. I dont think this is the kind of game like CoD, rewarding those going all guns blazing.

That said, its lot of fun and you shall try it sometime yourself. It makes you feel kinda like aliens from Independence Day, you know, going from planet to planet and taking its natural resources...