Planet Builds - Guide by Gizmo


Welcome. Below are some builds lists that you may find helpful with some helpful comments as well.

First off let me say a few things. The build lists below will have 3 separate sections to them. The first section will be a list of what I feel is the most important builds. They are efficiency increasing builds which help you make more money as they increase the speed of production and consumption and disaffection decreasing builds which will help to prevent riots as nobody wants a riot. The second section will be a list of optional builds mainly population increasing builds but some other optional stuff too. The third section will be a list of prerequisite builds you'll want to do before promoting your planet to the next economy. These are mainly your schools, police, pollution control, and so on. The builds in each section are in no specific order just obviously you would want to build the important ones first and then the optional or prerequisites but use your own judgment as far as the order for the individual sections.

Second I will include the builds that increase production by 1 point or consumption by 1 point in the optional section BUT MY ADVICE IS TO AVOID THEM and I'll explain why. If you do the math you'll see they are not worth it. It cost you 10 megs for one of those builds to increase production by 1 point or increase consumption by 1 point. Doing the math means approximately 10 extra tons of production or consumption per hour depending on the efficiency of that commodity but roughly 10 extra tons an hour. All day long that means roughly 250 tons extra of production or consumption. Actual profit from that will be roughly 25k a day give or take a little depending on the commodity. Well at a rate of 25k a day it will take you over 6 months to make back that 10megs that 1 point of production/consumption cost you and you lose that extra point when you promote economies. As you can see it is just not worth it. Now there is an exception to this rule. If you are planning on leaving a planet at a certain economy forever or have reached the highest economy with a planet then it is worthwhile to do these builds.

And now without further blaa like the above, here are the builds lists.

Agri build list

Section 1: Important

5 Canals

4 Schools

1 Agricollege

5 biodiversity (these are technically optional at this rank as agri planets do not suffer from disaffection but will help for future ranks)

Section 2: Optional

10 Family Allowances

5 Hospitals (2 clinics required for each hospital so will need 10 clinics)

Section 2: Optional but NOT recommended (see above build lists for explanation)

1-5 Heliograph and signal towers

1-5 planetary defense bases

Section 3: Prerequisites for next economy

7 Atmospheric Control (2 general and 5 to offset coal power pollution)

7 Pollution Control (2 general and 5 to offset coal power pollution)

6 Schools (2 general and 4 for the school of mining)

2 Clinics

2 Police

Resource build list

Section 1: Important

3 Housing

1 School of Mining

5 Coal Power

5 Insulation

5 Railways

10 Pensions

1 Dole

Section 2: Optional but NOT recommended (see above build lists for explanation)

1-5 Telegraphs

1-10 Riot Police (These are really not recommended as they reduce eff)

1-5 Heliographs (if you didn’t build these at agri level)

1-5 Planetary defense bases (if you didn’t build these at agri level)

Section 3: Prerequisites for next economy

2 Atmospheric Control

3 Pollution Control

5 Schools (1 General and 4 for the technical institute)

2 Clinics

2 Police

3 Housing

Industrial build list

Section 1: Important

1 Technical Institute

1 Oil Power (this is needed for the insulation builds)

5 Insulation

5 Ports

4 Radio, television, and holovision

1 Dole

Section 2: Optional - Demolish any heliographs (the production gained from them has been lost and you can get some money back)

Demolish 5 Canals (they no longer work and you can get money back)

Section 2: Optional but NOT recommended (see above build lists for explanation)

1-5 Satellite Launch Facility

1-4 Oil Power (additional to the one needed above)

1-5 Planetary Defense Bases (if you didn’t build these at agri or resource)

1-5 Telegraphs (if you didn’t build these at resource)

Section 3: Prerequisites for next economy

1 School

2 Clinics

2 Police

Technical build list

Section 1: Important

1 Central Research Lab

10 Telephones

40 Fibreoptic Cabling

16 Radio, television, and holovision

5 Weather Controllers (Warning these can be destroyed without warning)

5 System Defense Vehicles (I include these here because they increase efficiency)

5 Fusion Power

10 Extended Surveillance

10 Insurance

10 Airlanes

1 Dole

Section 2: Optional

5 Anit-grav

5 Urban Regeneration (I consider these important but I placed them in the optional section because they require some optional builds as prerequisites and they increase population)

Demolish 1 agricollege and 6 housing (they no longer work and you can get money back)

Demolish any planetary defense bases or telegraphs (the production gained has been lost)

Section 2: Optional – Floating Cities

Below I will go over floating cities. I consider these important but I classify them as optional because they require so many prerequisites and cause some disaffection if you have 9 (5% dis) or 10 (15% dis) of them. You can build anywhere from 1 to 10 of them never build more then 10 though. I will go over the prerequisites below but know that the builds that you already have on your planet count towards these prerequisites. For example by now you should already 9 atmospheric control built so you have 9 atmos towards the prerequisites needed for these floating cities. Look at what you already have built to see if you already have enough or need to build more for the floating cities. Also once you have built the floating cities the prerequisites are no longer needed. So if a weather facility or fusion is destroyed or you care to demolish something these floating cities will still work.

1 Floating city = 2 atmos, 6 pollution, 2 weather, 1 fusion, 4 clinics, 2 police, 4 ports

2 Floating city = 3 atmos, 7 pollution, 3 weather, 2 fusion, 5 clinics, 3 police, 5 ports

3 Floating city = 4 atmos, 8 pollution, 4 weather, 3 fusion, 6 clinics, 4 police, 6 ports

4 Floating city = 5 atmos, 9 pollution, 4 weather, 4 fusion, 7 clinics, 5 police, 7 ports

5 Floating city = 6 atmos, 10 pollution, 6 weather, 5 fusion, 8 clinics, 6 police, 8 ports

6 Floating city = 7 atmos, 11 pollution, 7 weather, 6 fusion, 9 clinics, 7 police, 9 ports

7 Floating city = 8 atmos, 12 pollution, 8 weather, 7 fusion, 10 clinics, 8 police, 10 ports

8 Floating city = 9 atmos, 13 pollution, 9 weather, 8 fusion, 11 clinics, 9 police, 11 ports

9 Floating city = 10 atmos, 14 pollution, 10 weather, 9 fusion, 12 clinics, 10 police, 12 ports

10 Floating city = 11 atmos, 15 pollution, 11 weather, 10 fusion, 13 clinics, 11 police, 13 ports

Section 2: Optional but NOT recommended (see above build lists for explanation)

1-4 Oil (if you did not build these at industrial)

1-5 Satellite launch facility (if you did not build these at industrial)

1-5 System Defence Vehicles (in addition to the 5 needed above)

Section 3: Prerequisites for next economy

6 schools (2 more for general and 4 for the media metastudios)

1 Atmospheric Control (if you have built a total of 10 or more for floating cities then this is not needed. You need 10 of these total)

4 Clinics (if you have built a total of 10 or more for floating cities then this is not needed. You need 10 of these total.)

4 Police (if you have built a total of 10 or more for floating cities then this is not needed. You need 10 of these total.)

I will skip over Biological now and come back to it at the end as biological kind of has its own build list.

Leisure build list

Section 1: Important

1 Media Metastudio

2 Dole

Section 2: Optional

Lots of the leisure builds have multiple effects so i'll list them as optional and I will give a little advice and some opinions about them.

10 Tquark communicators (I consider these a must because they increase efficiency but they also increase population and so it's optional for you.)

12 Solar Power (I consider these a must as well because they increase efficiency. You can have between 1 and 15 of these however above 12 of them it increases 2 consumption points for every single leisure commodity and the disaffection after 7 of them is 1% per each build but after 12 of them the disaffection increases by 3% for each build. Therefore at 12 of them you get 12% disaffection no consumption and a 12% increase in efficiency. Anything over 12 and the disaffection more than triples and you start getting an Increase in consumption for all leisure commodities.

8 Leisure Centers (I consider these a must as well because they increase efficiency and reduce disaffection. However each one does increase consumption by 1 point for all leisure commodities.

20 Terraforming (these increase population so all up to you)

10 Airports (these increase population so all up to you)

15 Genetic Medicine (these increase population so all up to you. They do require 1 hospital for each so you will have to build 15 hospitals for the 15 genetic builds and you'll need 30 unallocated clinics for those 15 hospitals.)

20 Longevity (these increase population by 100% of the base population when you have universal access. Unless you have paid 5 slithies to upgrade your airports to be able to move workers around between your planets then you will need 20 of these for universal access. You must build all 20 at once as you will get a 2% increase in disaffection for each 1 your are missing if you do not have all 20 built and it will not increase the population at all.

This is where the exception to my earlier rule comes into play because this is the highest economy so you won't lose the production/consumption points.

1-5 Satellite Launch Facility (if you didn’t build these at tech level)

1-5 System Defence Vehicles (You can only have 10 of these total. You should have built 5 at tech level and then it was optional if you wanted to build 1-5 more. If you did not build those 1-5 optional ones you can build them now.

Demolish any Oil builds you have as they no longer do anything.

Demolish any Extended surveillance builds you have as they no longer work.

Biological build list

Section 1: Important

8 Atmospheric Control

17 Schools

8 Clinics

8 Police

5 Ports

10 Telephone

40 Fibreoptic

5 Weather Stations

1 Central Research Institute

5 Fusion Power

4 Airlanes

5 Insurance

1 Tech Institute

1 Biolab

3 Biodiversity ( in addition to the 5 from agri rank 8 total)

Section 2: Optional

30 Clinics

15 Hospitals

15 Genetic Clinics (the 30 clinics/15 hospitals are required for these)

10 Family Allowances

20 Terraforming

5 Anti-Grav

5 Urban Regeneration (I consider these a must as they increase efficiency but they also increase population so up to you)

1-10 Floating cities (see floating city section above in the Tech builds list)

This is where the exception to my earlier rule comes into play because this planet will not promote economies so you won't lose the production or consumption points.

15 Tachyon

10 System Defence Vessels (I recommend at least 5 of these as the first 5 increase efficiency)

5 Satellite Launch Facilities

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