How do you deal with all those planets?

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Ter.Yeah

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Simple question:

How do you deal with all these planets??

Pre-2.2 You would create a sector of whatever you conquered and call it a day.

You probably could do that now as well(?) - but the fact that they are available to you initially makes it feel psychologically that they are all part of your core system. You want to build them, nourish them, make sure they are doing the right things. Once you have them, you don't want to practically delete them (which is what the default old sector system was like), - so what do you do?? I am going crazy with this planet micro...
 

stlemur

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That is the question which is bugging me lately. We should be able to set planet-level development priorities and build useful sectors of 4-6 planets...at the moment, the AI creates ridiculous sectors (I have 21 planets and 13 sectors!) and demands micro out the wazoo
 

Gyrvendal

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I guess for most people the answer is to play relatively tall. If you want to expand militarily, you can make a bunch of tributaries instead, that gives you a lot of raw resources that you can then transform with a few ecumenopoli. I find that using thrall worlds and habitats helps me as well, because they seem less micro-heavy than normal planets.
 

Dalwin

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That is the question which is bugging me lately. We should be able to set planet-level development priorities and build useful sectors of 4-6 planets...at the moment, the AI creates ridiculous sectors (I have 21 planets and 13 sectors!) and demands micro out the wazoo
Little sectors don't matter at all unless you are obsessive about putting a governor on every planet.

The ability to automate them still exists, but again many people are obsessive about not wanting the AI to mess with their stuff while simultaneously complaining about the level of micro.

More importantly, as your empire grows, there comes a time when you should be turning off growth on some planets. This essentially retires them to a static state from which they will require no more attention. If you later go back and try to squeeze in another upgrade you can always resume breeding on the planet or just relocate a few pops to that planet to fill the new jobs.

The point is that you don't have to manage 30 or 50 or 100 planets all the time. Not at all.
 

Azhcristokos

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Setting the habitable planets slider to .25x, honestly. If you go wide enough with your systems (so remember to do the Expansion and Discovery trees and grab Insterstellar Dominion) you'll still wind up with a dozen or so planets and enough space resources to fuel them all. If I'm playing Life Seeded I'll get rid of the guaranteed habitable worlds too.
 

Delthor

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Learn to call your planets "done." You don't need to develop every single colony under your control into a massive bustling trade hub with 100+ pops that just happens to have some rural districts.

Decide what you need from a planet, build that up on it, and when that's done, call it done. Put some finishing touches so you aren't wasting building slots (strategic resource refineries are good for this without adding a million extra jobs), ensure you have a good balance of pops/housing/amenities/jobs, and then stop growth. Even if you don't have all districts or building slots filled out. This will direct all but ~0.03 growth to your other colonies so they can develop faster. If you do this consistently, you no longer need to pay any attention to those planets, the planets you are actively building will grow faster so you can finish them faster, and you can spend most of your time developing new worlds and a few big urban worlds that take much, much longer to fill out, which you only need a few of.

Just because every planet can support 100+ pops and a full set of buildings doesn't mean you have to build them all up to do that. Finish planets, reduce your micro, and direct pop growth to where it's most valuable.
 

Robotkiller

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I'm just going to take this opportunity, since it's planet-related, to say that we should be able to create planets focuses like industry, forge, tech, agri, mining, etc instead of the too generic sector focus. That, along with AI fixes, should help restore some trust in the capability of the sector system.
 

Nakkivene

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At first, build when you see an unemployed pop. If they're homeless or aren't having fun, possibly do something about it.

A bit later, make alloys like it was your childhood dream to mix metal with metal.

Much later, build 20 districts on a new colony and send 40 pops there when you feel like it.

Unfortunately the sector AI is useless in reducing micro. At no point what you build is either so trivial or so important that you need a script for it. What you WOULD like is something that sent pops from 20+ planets to where the work is.
 

Aezel

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Am I the only one that extensively labels the planets? Like [ I ]is a urban/trade planet, [R] a research planet, an industry planet. With additions to their state of development 0-4, 0 being just colonized and 4 being essentially complete, so for example [U3]Sirius Prime.

I feel that this allows me to focus more on planets that need care or what my empire needs. Also I don't have to think as much about what was going to build on a planet. Though I do hope paradox will implement something like planet templates at some point.

However I hate the growth system so much I haven't actually tried an extensive game in 2.2 yet without migration controls. I can imagine it may be too rigid a system if you can't resettle pops.
 
Last edited:

Peace Weaver

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This is slightly less of an issue if you play with no guaranteed habitable planets and 0.25 planet frequencies. I like these settings because it helps avoid having to manage too many planets, and also makes planets a little bit more special.
 

FleetingRain

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I deal with them by... dealing with them. I mean, it's not that hard.

"Oh but what if you have 30+ planets" dude if I have that many I don't CARE anymore and already won lol.