When is it worth it to terraform a planet?

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dostillevi

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It occurred to me that the negative consequences of habitability aren't nearly as bad as they used to be, and this may impact whether terraforming is worth it at all. As far as I know, as habitability decreases, the amount of consumer goods (upkeep) and amenities used increases up to 100% of normal.

Terraforming costs $5,000 credits initially, up to $10,000 for bigger changes. Has anyone run the numbers on how long 5k in energy would cover the market costs of the increased upkeep of pops on a poorly habitable planet?
 

Mikhail_Mengsk

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I rarely bother. By the time you have the tech to terraform inhabited planet, i'm usually over CG/energy serious problems anyway.

But i too am interested in knowing if someone has done the math.
 

icon41gimp

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Assume you want to keep the planet fairly rural since you have high habitability planets to house your specialist economy; also assume you're running decent living standards. Average base upkeep is 1 F and ~0.3 CG (some ruler/specialist jobs bump it over 0.25.)

Low habitability worlds pay an extra 60% upkeep over ideal type. So the upkeep charge for wrong world is 0.6 F and 0.18 CG per pop. Let's assume you want to max it out at around 60 pop in the long run that would translate into an extra 36 F and 10.8 CG per month in upkeep. A conservative estimate for resource exchange is 1 E = 1 F and 2 E = 1 CG, so that amount of upkeep would translate to 57.6 E worth of resources. A 10,000 E terraform would create positive return after ~15 years at max population. If you grow the planets larger the return period will be reduced further.

This doesn't even touch the additional jobs needed to go toward amenities. I generally terraform when I can.
 

fodazd

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Settling low habitability planets is much more feasible than it used to be, but I still terraform if I have the option.
-> Food is really not much of an issue.
-> The higher amenities usage can get you happiness penalties pretty fast... And I like having high stability, but hate having to use entertainers.
-> Also: Don't sleep on the consumer goods upkeep. Unless you are running stratified economy or slavery with mostly workers, this penalty is significant.
 

Wolfgang I

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It is only worthwhile if you do not go for tomb world habitability which gives you 60% habitability on all worlds. As this is a min/max topic there is no reason to avoid finishing the horizon signal chain.
There are also 4 +5% habitability techs IIRC which will give you 80% habitability on most planets. If you habe access to adaptability you get 90%.
 

stumason

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Even when I generally don't need to and can happily absorb the increased upkeep, I still terraform. I don't, however, always terraform to the ideal for my species. Instead, I'll try to terraform to something that befits the planet. So, for example, I will generally terraform an arctic world into an ocean (melt all the ice, lots of water!).

I do use a lot of mods which greatly expand my options - I use planetary diversity to give me more planet choices and another (which I forget the name of) which allows moons, asteroids and barren worlds to be terraformed (in stages to get it to ideal, or very basic to enable low habitability but specialist colonies)

So for me, it's worth it but really only for RP reasons.
 

Olterin

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It's always worth it to terraform low-hab planets into your ideal type, as the post above outlines. The more interesting question is, when is it worth it to terraform your habitability group into your ideal class.

Similar math, although I will go with the Shared Burdens approximation of 0.4 CG and 1 F baseline pop upkeep. In my experience this seems a fairly good approximation of a mixed economy on a planet, since it is likely that you wouldn't be running purely extraction jobs on a reasonable-habitability planet. The same conversion ratios shall be used as in the above post.

In the Early- to Midgame, an ideal world would have 20% more upkeep than the baseline, so 0.48 CG and 1.2 F. This would theoretically translate to 0.36 E upkeep per pop per month.
Same-class world would have 40% more upkeep than the baseline, at 0.56 CG and 1.4 F. This translates to 0.72 E upkeep per pop per month over the 100% case, and 0.36 E over the 80% case. This difference will stay throughout the game because habitability techs apply equally. Let's say you're aiming for a 120 pop world. Until it reaches capacity the math is a bit more more complicated and depends on the pop growth rate, so let's assume a growth rate of 4.5 per month, or 22 months per pop. In this case it takes 2596 months to fill the planet. In this timeframe the extra upkeep is essentially equal to 120*0.5*0.36*2596 = 56073 E. Obviously this is way higher than the meager cost of having terraformed to your ideal planet type. However, this is an unrealistic timeframe, because this is more than 200 years. Clearly, planets fill up faster than this, but this should give you a rough idea. [1]

This does not even begin to take into account that lower amenities either require you to invest more pops into amenity generation, or reduce production on the planet via slightly lower stability due to lower pop happiness.

To summarise: if you have the technology available, and you're sufficiently early in the game and have the bulk energy available, you should terraform any planet that isn't meant to be a small vital resource extraction operation. (And before anyone says anything about gene modding the habitability traits - currently not a viable option for any empire that does not run Migration Controls on their entire population)


[1] Edit: The more general formula can be expressed as PopGrowth * TimeToGrowToTargetPopulation * UpkeepPerPop * TimeToGrowToTargetPopulation * 0.5 = ExtraPopUpkeep. Obviously once you've reached the target population the (extra) upkeep levels out to being linear. Of note is that the extra pop upkeep until the planet is filled scales quadratically with the time to grow to said target population. So the sooner you cut it off, the sooner it levels off.

Second edit: I also tried writing the underlying math for determining the exact time left in the game until which a given planet is worth terraforming, but the generalized math gets rather messy before reaching the result, so I'll admit to being lazy and not finishing the job. For any sufficiently populous planet, i.e. a planet which has a sufficiently large target population - that is to say, one that will have surpassed the terraforming cost in extra upkeep while still growing, the formula for the "cutoff time" (time left in game until which it's worth terraforming) is, if I'm not much mistaken, as follows:
CutoffTime (in months) = TerraformationTime + SquareRoot( ( 2 * TerraformationCost ) / (PopGrowth * UpkeepPerPop) )

Of course, there is also the case to be made on filling up a planet via resettlement (slave population from other worlds, perhaps), in which case it is much much simpler:
CutoffTime (in months) = TerraformationTime + ( TerraformationCost / (TotalPops * UpkeepPerPop ) )

Note: UpkeepPerPop is the extra upkeep, not the total cost.
 
Last edited:

Urza1234

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Habitability no longer affects happiness AFAIK
It affects your amenities costs, which are super tied to your stability, which is the final value that functions the way that happiness used to. What it comes down to is that low-habitability planets are way less efficient for most Civs.
Up to 2x the CG upkeep for your pops is nothing to sneeze at, even Slavers and Authoritarians, etc, have to pay this; they may have reduced CG upkeeps, but 2x a reduced number is still 2x.
At the very least, pretty much all pops receive the huge penalty to amenities, which makes your whole planet less efficient. You only have so many job slots per planet, having to budget up to 2x as many of them for amenities is a pretty big penalty to the efficiency of your planet.

IMO, dont be fooled. Habitability is more subtle, there are fewer big obvious red flags thrown at you in the UI, but for most Civs its still a very strong factor of play.
 

The Village Idi

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Since my empires only consist of one species it is worth it for me once I have more energy credits than I know what to do with, usually as soon as I get the tech unless it comes really early.
 

Kryndude

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It affects your amenities costs, which are super tied to your stability, which is the final value that functions the way that happiness used to. What it comes down to is that low-habitability planets are way less efficient for most Civs.
Up to 2x the CG upkeep for your pops is nothing to sneeze at, even Slavers and Authoritarians, etc, have to pay this; they may have reduced CG upkeeps, but 2x a reduced number is still 2x.
At the very least, pretty much all pops receive the huge penalty to amenities, which makes your whole planet less efficient. You only have so many job slots per planet, having to budget up to 2x as many of them for amenities is a pretty big penalty to the efficiency of your planet.

IMO, dont be fooled. Habitability is more subtle, there are fewer big obvious red flags thrown at you in the UI, but for most Civs its still a very strong factor of play.

I agree. I was just saying that there's no direct relationship between the two. Anyways low hab worlds are still a no-go despite what some people say.
 

AlanC9

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Why are they a no-go? My limiting factor is pops until the very late game, and my low-hab worlds are not only producing pops, but get into positive resource territory quite quickly.
 

icon41gimp

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I disagree, while it's efficient to terraform low hab worlds they are still very worth settling for resource extraction purposes. If you only settle same climate types and wait for terraforming you will set yourself far behind where you could be.
 

Olterin

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To add to my rather lengthy reply - my conclusion from looking at the math is merely that it is usually worth terraforming. However, in more game-realistic terms, it is also worth settling planets before you can terraform them ... if you have the ability to resettle pops, or have reason to believe you'll be able to terraform inhabited planets in the near future. Because, as they say, pops are power - and more planets means more overall growth, even if said growth is paid for by higher pop upkeep.
 

Urza1234

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Why are they a no-go? My limiting factor is pops until the very late game, and my low-hab worlds are not only producing pops, but get into positive resource territory quite quickly.
It really depends on your Civ. Its totally possible to build a Civ that either can afford to ignore Habitability, or at least has good ways of working around it. Robots, Slaves, Ex Adaptive, Xeno migration for example. Though even then, how early they can really make that work is relative.

If you're not taking those measures however; by colonizing low-hab worlds, especially early, you might be incurring opportunity costs; meaning that the world itself might be positive, but the pops & resources invested in the world might be more positive on your well-developed high-hab core worlds, at least until those worlds are full.
Your specific situation might be great for super wide colonization, but imo its ignorant to think that its optimal for all Civs.
 

Urza1234

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To add to my rather lengthy reply - my conclusion from looking at the math is merely that it is usually worth terraforming. However, in more game-realistic terms, it is also worth settling planets before you can terraform them ... if you have the ability to resettle pops, or have reason to believe you'll be able to terraform inhabited planets in the near future. Because, as they say, pops are power - and more planets means more overall growth, even if said growth is paid for by higher pop upkeep.
Imo that also depends. New colonies get massive immigration bonuses, which is a huge drag on the growth of your core worlds for anyone without migration controls(-10% happiness) on their main species.
That really screws with a large portion of the types of Civs that have to worry about Habitability in the first place.
 

AlanC9

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My current game involved me spending a lot of time and energy (literally) terraforming planets to fit my habitability type. This VASTLY improved my economy.

Of course, colonizing those planets immediately would have improved your economy too. You miss ten years of development on every planet. (Well, not ten since colonizing without running the Terraforming Gases edict is nuts.)