I highly recommend this game for anyone looking for a galactic empire building game featuring that "just one more turn" itch that some of the great 4x games of the past have offered. I If you like Civilization style TBS games, but always wanted similar style empire building, but in space with amazing ship to ship combat. Then terraformers will increase it and will maximize climate level of a planet as well in process as well.If you like Civilization style TBS games, but always wanted similar style empire building, but in space with amazing ship to ship combat. That tactic is similar to the previous one – you need to build Deep Core Mining to drop fertility rating of a planet to zero. This will be only reasonable if the targeted planet have more than 1 but less than 1.3 fertility rating and decent richness (2.5 or more). The last usage of a terraformer is to improve planets that have more than 1 fertility rating and have less than a Tier 1 climate. After your fertility rating will return to 1 – scrap all the terraformers. Then maximize food production and wait for 10-15 turns. Then make sure your planet have 130 units of food, build a few terraformers and then – Deep Core Mining. Once you found such a planet – colonize it, build terraformer and a set of basic production buildings. To maximize the effect you would need a planet with natural fertility of 1 or less (already terraformed of just poor on fertility) and richness rating no less than 2.5. It is still a good idea to keep it, however, if you don't have currency issues – in case of climate-changing events.Īnother strategy for using a terraformer – to compensate -2 fertility impact of a Deep Core Mining, since terraformer always increase sets rating to 1. Once a planet had reached fertility rating 1 and became Tier 1 climate you can scrap terraformer, since the climate won't deteriorate by itself.
Then, when free tiles will appear – start improving your colony as you wish. Colonize a planet, build a terraformer first and wait for a few turns in case of a barren planet or a little more if it is an ice planet. The primary candidates for terraforming are ultra rich, rich and average barren and ice planets – if you are not playing cybernetic race.
When fertility rating reaches certain values – climate on a planet changes: Fertility Rating Dry climates: Barren, Desert, Steppe, Tundra, TerranĪs was mentioned earlier, the process of terraforming is a process of improving fertility rating of a planet.There are two “types” of climates – wet and dry, each of them have different terraforming path. If a planet already have a Fertility rating of 1, but was not Tier 1 climate – terraforming will be impossible. With each change in climate type a seemingly random amount of tiles will become usable and the maximum population will also change randomly for the better (most of the time).Īs fertility rating will increase, the planet climate will change, until it reaches Tier 1 climate – Terran or Oceanic, depending on planet type. All the calcualations, however, are made using the Fertility rating of a planet.Īfter the terraformer is built, Fertility rating of a planet will start to improve at the rate of +.005 fertility per turn per one terraformer, until fertility rating reaches 1. Currently there is no special value for climate state on a planet – instead there are different climate types (barren, oceanic etc.). You could improve climate of a planet using a Terraformer building.
1 Star Date), before racial bonuses and buildings.Ī planet's mineral richness indicates production per assigned colonist per turn, before racial bonuses and buildings.Įach planet is placed into a Class, based off of it geographical features.
The fertility number indicates how much food this planet will produce per assigned colonists per turn (a turn is. These freighters will then bring colonists from your high population worlds to your lower population worlds. To increase your population growth at a colony, build some freighters and assign them the "Transport Colonists" mission. Population grows as a percentage of itself every turn (1%), which means small colonies will grow very slowly compared to larger ones. The higher a colony's population, the more colonists are available to divide between the tasks of farming, production and research. Population / Fertility / Richness Defined: Population Ī colony's population is a primary indicator of its economic strength. 1 Population / Fertility / Richness Defined:.