Sucky planets galore - bad luck or bad gameplay?

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Dorian Ertymexx

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I like to play in small Galaxies with few habitable planets. Mostly because it is easier to handle a few planets than many.

Problem is, with the new economic system, the majority of the planets I find are just not useful or viable as colonies. The ones that are of acceptable habitability often have so few resource districts that they become utterly useless (often with as little as one in one or more Resources), and the few that are useful are often of lesser habitability, and are then in turn ruined if I terraform them (losing a number of districts, sometimes most of them).

In these situations, all I can do is restart the game, often after having spent an hour or so exploring the galaxy.

This has led to the game becoming an annoying version of the old Civ-games, where you often had to restart when you found yourself at a lousy starting location - only worse because here it takes time to find out if your starting position is viable or not.

Now, I am not saying that every planet has to have a six districts in every resource, but when the bad planets are in the majority, the game becomes more of a frustration than a joy, at least to me. Of course there must be planets that are less than perfect, I would just urge to make those planets more rare.

Alternatively, making it possible to terraform planets to create more districts for food and energy (as in levelling hard to reach areas for making more cultivated lands, or landscaping areas to better fit for energy Collection). It could be an expensive-to-use Tech requiring rare Resources in large amounts. Or perhaps be a Tech attainable only as an Ascension Perk, and of course limited in use.

On a side note (and perhaps better suited for a new thread), is it just me thinking it is weird that every planet has exactly 25 building slots independent of size? :p
 

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It's just chance, but I've noticed that planets tend to be quite crappy in regard of district distribution. A size 16 planet with only 1 mining district and you just want to flip the table with pc on it and all.
 

Dorian Ertymexx

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It's just chance, but I've noticed that planets tend to be quite crappy in regard of district distribution. A size 16 planet with only 1 mining district and you just want to flip the table with pc on it and all.

A good as an example as any, yes.

Also redonc with size 20+ planets with a total district Count of 7-8. Considering how we could, today, gain energy from empty deserts, hills and whatnot (combining solar, wind and other energy forms), it seems outright absurd. And with terraforming Tech, not being able to make the same deserts into flourishing farms?
 

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Well, that's the RNG for ya. I've been lucky and unlucky with my starting planets. Every game is different and you just try to make the most of what you have. I think that is how it should be.

Also, a bad start is not the end of the game. You can grab the good stuff later... If you survive that long :p
 

Dorian Ertymexx

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Well, that's the RNG for ya. I've been lucky and unlucky with my starting planets. Every game is different and you just try to make the most of what you have. I think that is how it should be.

Also, a bad start is not the end of the game. You can grab the good stuff later... If you survive that long :p

I am not that much of a whiner though, I have started dozens of games that I had to abandon. It just becomes frustrating, because restarting games and doing the beginning over and over fast becomes stale. :-(
 

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I am not that much of a whiner though, I have started dozens of games that I had to abandon. It just becomes frustrating, because restarting games and doing the beginning over and over fast becomes stale. :-(

I mean a bad start alone doesn't mean you have to abandon the game because there can be good things down the line. If that bad start leads to you being crushed by your friendly devouring swarm neighbour, then that's something different of course...
 

Dorian Ertymexx

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I mean a bad start alone doesn't mean you have to abandon the game because there can be good things down the line. If that bad start leads to you being crushed by your friendly devouring swarm neighbour, then that's something different of course...

Not necessarily, but it does feel like a waste of time if it is. :p
 

Stars_and_Bars

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I like to play in small Galaxies with few habitable planets. Mostly because it is easier to handle a few planets than many.

Problem is, with the new economic system, the majority of the planets I find are just not useful or viable as colonies. The ones that are of acceptable habitability often have so few resource districts that they become utterly useless (often with as little as one in one or more Resources), and the few that are useful are often of lesser habitability, and are then in turn ruined if I terraform them (losing a number of districts, sometimes most of them).

In these situations, all I can do is restart the game, often after having spent an hour or so exploring the galaxy.

This has led to the game becoming an annoying version of the old Civ-games, where you often had to restart when you found yourself at a lousy starting location - only worse because here it takes time to find out if your starting position is viable or not.

Now, I am not saying that every planet has to have a six districts in every resource, but when the bad planets are in the majority, the game becomes more of a frustration than a joy, at least to me. Of course there must be planets that are less than perfect, I would just urge to make those planets more rare.

Alternatively, making it possible to terraform planets to create more districts for food and energy (as in levelling hard to reach areas for making more cultivated lands, or landscaping areas to better fit for energy Collection). It could be an expensive-to-use Tech requiring rare Resources in large amounts. Or perhaps be a Tech attainable only as an Ascension Perk, and of course limited in use.

On a side note (and perhaps better suited for a new thread), is it just me thinking it is weird that every planet has exactly 25 building slots independent of size? :p

Mediocre planets should be the norm, I'd say that the 3 guaranteed worlds at start should be fairly decent, but anything else should be hit or miss. Life is hard, why would every planet be a decent place to live?
 

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Because the universe is already filled with molten worlds, gas giants and barren worlds... don't you think?
 

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Because the universe is already filled with molten worlds, gas giants and barren worlds... don't you think?
But those don't matter because they're not inhabitable? On the spectrum from really bad planet to Sanctuary/Fen Habbanis, you need the whole continuum of crappy and amazing planets. Like I said, give everyone the 3 guaranteed decent planets, and then from there it's anyone's game.
 

Dorian Ertymexx

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Mediocre planets should be the norm, I'd say that the 3 guaranteed worlds at start should be fairly decent, but anything else should be hit or miss. Life is hard, why would every planet be a decent place to live?

I never said no bad planets. On the contrary, of course there should be sucky planets. It's just that it shouldn't be the huge majority of them. ;-)

Your suggestion would be nice, for example.
 

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Problem is, with the new economic system, the majority of the planets I find are just not useful or viable as colonies. The ones that are of acceptable habitability often have so few resource districts that they become utterly useless (often with as little as one in one or more Resources), and the few that are useful are often of lesser habitability, and are then in turn ruined if I terraform them (losing a number of districts, sometimes most of them).

Maybe it's just the builds I play (although I do play a variety), but I haven't noticed a problem with this. I don't use a lot of resource districts; most commonly food, energy occasionally, minerals almost never (plenty to be found in space already, even after the system generation was fixed). I tend to not be very aggressive, though, usually content just to expand and build up rather than go on a conquest spree.

But I can imagine that other builds or other playstyles might have different priorities and need more raw resources.
 

Dorian Ertymexx

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Maybe it's just the builds I play (although I do play a variety), but I haven't noticed a problem with this. I don't use a lot of resource districts; most commonly food, energy occasionally, minerals almost never (plenty to be found in space already, even after the system generation was fixed). I tend to not be very aggressive, though, usually content just to expand and build up rather than go on a conquest spree.

But I can imagine that other builds or other playstyles might have different priorities and need more raw resources.

I am not aggressive either, and often play outright defensively. I am a sucker for self-sustaining planets however, and hate to see figures in red with a minus in front of them.
 

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I play with 0.5 habitable planets and only one guaranteed as I like each planet to feel special. About 80% of the planets I find have enough rural districts to completely or almost completely fill the planet that I usually do just that and go Agrarian Idyll; the other planets that get 8- rural districts I will then make into Ecumenopolises.

If it's such a big deal for you, you can play something that has Adaptability instead of the Diplomacy tradition tree - you get a decision to add one planetary feature with +2 or +3 rural districts on each planet, or playa hive-mind and fill them all up with whatever districts you desire.

You can also play around the habitability limitations without resorting to terraforming, like using synthetics or incorporating more species, or simply gene-modding. If all else fails go voidborne and trade for minerals.
 

Dorian Ertymexx

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I play with 0.5 habitable planets and only one guaranteed as I like each planet to feel special. About 80% of the planets I find have enough rural districts to completely or almost completely fill the planet that I usually do just that and go Agrarian Idyll; the other planets that get 8- rural districts I will then make into Ecumenopolises.

If it's such a big deal for you, you can play something that has Adaptability instead of the Diplomacy tradition tree - you get a decision to add one planetary feature with +2 or +3 rural districts on each planet, or playa hive-mind and fill them all up with whatever districts you desire.

You can also play around the habitability limitations without resorting to terraforming, like using synthetics or incorporating more species, or simply gene-modding. If all else fails go voidborne and trade for minerals.

I have yet to understand the point with the Ecumenopolis, or Ringworld for that matter… to me they just seem like huge resource-gobblers without giving much in return. Like huge planets with zero mine-districts. What's the point when mines are the by far most important resource!?
 

Mauer

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Ecumenopolis = Tons of Consumer Goods / Alloys jobs without spending building slots and rare resources for the upgraded buildings.

Ringworlds I haven't yet used in 2.2, but I guess Food and Energy to sell or sustain other planets that mine.

I play with few planets and tallish, and neither may be worth it if you're playing wide though.
 

Dorian Ertymexx

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Ecumenopolis = Tons of Consumer Goods / Alloys jobs without spending building slots and rare resources for the upgraded buildings.

Ringworlds I haven't yet used in 2.2, but I guess Food and Energy to sell or sustain other planets that mine.

I play with few planets and tallish, and neither may be worth it if you're playing wide though.

I also prefer tall to wide, which is why I prefer to play with few habitable planets in my games. But I guess my personal malus is my sticking to planet independancy, I want my planets to be self-reliant, and that is impossible with habitats, rings and ecumenopolii. And with planets with horrible stats. :p
 

Mauer

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I also prefer tall to wide, which is why I prefer to play with few habitable planets in my games. But I guess my personal malus is my sticking to planet independancy, I want my planets to be self-reliant, and that is impossible with habitats, rings and ecumenopolii. And with planets with horrible stats. :p
When you say self-reliant, do you mean each planet producing all the food/minerals/energy it consumes or something else?, because if it's the first then that's kinda silly lol
 

verybad

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I never said no bad planets. On the contrary, of course there should be sucky planets. It's just that it shouldn't be the huge majority of them. ;-)
.

Then good planets would be considered mediocre. When you find a good planet, it should be something worth fighting over, "billions of cat-dog soldiers died over planet Bonesun with the crab people because we wanted that planet."

Almost all of them should be bad, otherwise nobody is going to use bad planets, so why have them in the game at all?