[Discussion] find uses for greenhouse planets
Moderators: Moleman, Kwijibo, Luna
[Discussion] find uses for greenhouse planets
What else can we do with greenhouse planets?
The ion tower CAN be a nice form of "passive defense" but the main thing that's nice about them, the reason i said they are equal to IGPs, is that their pollution is really low. The lowest i think besides IGPs(at 0). If you clean it to 0% and never log on again, you will likely have your character deleted before you see a disaster.
Once youve built up the system, an IGP is useless for it's resource harvesting unless you harvest it for cash(instead of exp production).
Assuming you use it to do exp, then a greenhouse is the same exp production(minus the "for owning paradise" bonus, which is compensated by the huge INVADE ME sign), and the lack of pollution becomes the IGP's biggest benefit. Greenhouses have this same benefit, meaning they require little or no maintenance time and fuel.
They also make a nice profit on taxes(tax-pollution maintenance cost) at 3%(no charisma), which is naturally higher with higher percentage rates.
Once youve built up the system, an IGP is useless for it's resource harvesting unless you harvest it for cash(instead of exp production).
Assuming you use it to do exp, then a greenhouse is the same exp production(minus the "for owning paradise" bonus, which is compensated by the huge INVADE ME sign), and the lack of pollution becomes the IGP's biggest benefit. Greenhouses have this same benefit, meaning they require little or no maintenance time and fuel.
They also make a nice profit on taxes(tax-pollution maintenance cost) at 3%(no charisma), which is naturally higher with higher percentage rates.
I changed my mind, they are the worst planet I have ever come across, please DO NOT build on them, leave them alone and make sure you build the rest of the planets up with hundreds of nukes and lasers, everyone knows that is the best way to leave a planet, make them personal too so that your corpmates don't get any of your hard earned exp or cash, also send me a mail where they are so I can make sure no noob makes the mistake of colonizing it ( I am the protecter of noobs ) and never being able to get anywhere in the game because it is a sucky planet and you shouldn't waste your time on it, especially if you are a noob, not even vets bother with them, they suck that bad.
And you guys call that an advantage? So you guys justify a huge negative population growth and extra resources just so that when someone lands (which they will no matter what) they will see how many defenses there are and leave? Wow...Dolphin wrote:Greenhouses are really good. It makes you think twice before invading them because you don't know how many defenses there are one you build the right building.
There isn't one planet that I don't land on just because of the weight. I've found planets with a hundred turrets and no solar, now if i didn't land on that just because it had lots of defenses, i would have skipped the free millions of lasers and the 2 mil in the biodome. Ion tower is the most pointless thing i've ever seen. Once they land they're going to realize how many there are and just leave. Simple as that. What a waste of building time.
It looks like a moon, it shows aliens mass only, most people don't land on moons for no reason
And what is this about negative population growth, throw some meds on it for christs sake, what have you been smoking, jeesh...they are great, now stfu before I pimp slap you back to first grade.
Zavrith, get me the baby powder...
And what is this about negative population growth, throw some meds on it for christs sake, what have you been smoking, jeesh...they are great, now stfu before I pimp slap you back to first grade.
Zavrith, get me the baby powder...
i hate the ion tower, it doesnt do BBQ for me and i think that it is completely useless, but then again i hate the heater core and deep sea researcher... i hate those buildings cuz they have no long term use... so if the ion tower was the special for the ocean or arctic i would love it, but for a planet with high neg pop growth i hate it... does that make sense?
Deep sea explorer = a planet that gets research done faster than any other, meaning full working production for resources, as they have a wide variety of things they make and descent population growth, they are good for building, as the earths is to control pollution...only reason it needs that is it pollutes alot. so that is worthless compared to any other....arctic is for exp...much long term use, and people tend to like these for tokens $$$ throw meds on it and you won't lose people, they are better than a volcanic if i remember right, so if you don't like how it does it just fill it all the way or wait longer than an earth or ocean....but hey, if you don't like them, let us know where they are, some of us love them.
well that's just silly. the heater core is one of the best buildings in the game. what more could you want than faster construction. they're the ultimate xp building machines. and it's been put to vote that the deep sea researcher is the most pointless of all buildings because by the time you got the resources and spent the time constructing it, you could have researched the majority if not all researches. Within a day i usually have 11-13 with my 2500 pop with dictatorship. not sure how much quicker you want them than that, unless of course you rush the explorer.kswisher wrote: but then again i hate the heater core and deep sea researcher... i hate those buildings cuz they have no long term use...
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Screw fuel, i only do tedious stuff when im low on time.
Back to the topic, greenhouses rock. They are one of the best planet types, and their biggest drawback is easily negated by medicine and/or weather prediction. They have very low pollution and as such require nearly NO maintenance time, fuel, or money. They are just as plentiful as any other planet type and the only one capable of hiding from neutrinos, making them kickass on rebangs as well, just throw up a biodome level 2, broadcast reciever and ion tower. Then set it to 100% construction and 95% of the time no one will find it anyway unless you are near a starbase or have colonies in system. The structures mentioned above only cost 1300 ore, 1100 anaerobes, 800 meds, 800 organics, 500 oil, 600 uranium, 1050 equipment and 550 spice. The metal ore, anaerobes and medicine are relatively plentiful for greenhouses and some oil and uranium are also produced. So it's basically an easy planet without much need(if any) for defense.
And the greenhouses are good as is. If any planet type needs to be improved it's the IGPs, since they are "paradise" why not allow them to have 10k people or something.
Back to the topic, greenhouses rock. They are one of the best planet types, and their biggest drawback is easily negated by medicine and/or weather prediction. They have very low pollution and as such require nearly NO maintenance time, fuel, or money. They are just as plentiful as any other planet type and the only one capable of hiding from neutrinos, making them kickass on rebangs as well, just throw up a biodome level 2, broadcast reciever and ion tower. Then set it to 100% construction and 95% of the time no one will find it anyway unless you are near a starbase or have colonies in system. The structures mentioned above only cost 1300 ore, 1100 anaerobes, 800 meds, 800 organics, 500 oil, 600 uranium, 1050 equipment and 550 spice. The metal ore, anaerobes and medicine are relatively plentiful for greenhouses and some oil and uranium are also produced. So it's basically an easy planet without much need(if any) for defense.
And the greenhouses are good as is. If any planet type needs to be improved it's the IGPs, since they are "paradise" why not allow them to have 10k people or something.