Planet Builds - Guide by Gizmo

 

 

Howdy. Below are some builds lists that I hope you all will find helpful. I will have the builds split into different sections: Builds I consider important, builds that are optional, builds that are prerequisites for the next rank (these are above and beyond builds listed in other sections), and builds that are optional but I do not recommend. Now I personally find all the builds important except the ones that I do not recommend and so I build all those builds, however builds as a whole are entirely optional and many have side effects which you might or might not desire. For a full description of what a build does and its side effects check out the Infrastructure Section of the Federation Idiots Guide that Hazed has so graciously taken the time and effort to write. Now as far as the builds that are optional that I do not recommend let me explain why that is. Those builds are the production/consumption increasing builds. The reason I do not recommend these builds is because they cost 10 megs each for an end result of 1 point of production/consumption to a single commodity. If you do the math you will see that that 1 extra point will have so little effect that it will take you many months and in a few cases years for you to recoup that 10 megs. You will most likely have promoted your planet in turn losing that 1 point before you recoup that 10 megs. So in almost all cases they are not worth it. There is an exception to this rule though and that is if you are planning on leaving a planet at a certain economic level and never promoting it past the economic level that it is at then those builds would eventually be worth it. It would still take months for them to become worth it but they would eventually turn a profit. So now here are the lists.

 

AGRICULTURAL

IMPORTANT

OPTIONAL

PREREQUISITES FOR NEXT ECONOMY

OPTIONAL BUT NOT RECOMMENDED

5 Canals

10 Family Allowances

7 Atmospheric Control (5 of them are optional but needed to offset disaffection from coal builds)

1-5 Heliograph and Signal Towers

4 Schools

5 Hospitals (2 clinics are needed for each hospital)

7 Pollution Control (5 of them are optional but needed to offset disaffection from coal builds)

1-5 Planetary Defense Bases

1 Agricultural College

 

6 Schools

 

5 Biodiversity

 

2 Clinics

 

 

 

2 Police

 

 

 

RESOURCE

IMPORTANT

PREREQUISITES FOR NEXT ECONOMY

OPTIONAL BUT NOT RECOMMENDED

3 Housing

2 Atmospheric Control

1-5 Telegraphs

1 School of Mining

3 Pollution Control

1-10 Riot Police

5 Coal Power

5 Schools

1-5 Heliographs (If you did not build these at agricultural level)

5 Insulation

2 Clinics

1-5 Planetary Defense Bases (If you did not build these at agricultural level)

5 Railways

2 Police

 

10 Pensions

3 Housing

 

1 Dole

 

 

 

 

INDUSTRIAL

IMPORTANT

PREREQUISITES FOR NEXT ECONOMY

OPTIONAL BUT NOT RECOMMENDED

1 Technical Institute

1 School

1-5 Satellite Launch Facility

1 Oil Power

2 Clinics

1-4 Oil Power (additional to the one in the important column)

5 Insulation

2 Police

1-5 Planetary Defense Bases (if you did not build these at agricultural or resource level)

5 Ports

Pollution Control (most likely you already have enough of these from building them to offset your coal power but you will need 9 of them total)

1-5 Telegraphs (if you did not build these at resource level)

4 Radio, Television, and Holovision

Atmospheric Control (most likely you already have enough of these from building them to offset your coal power but you will need 6 of these total)

 

1 Dole

 

 

Demolish 5 Canals and any Heliographs

 

 

 

 

TECHNICAL

IMPORTANT

OPTIONAL

PREREQUISITES FOR NEXT ECONOMY

OPTIONAL BUT NOT RECOMMENDED

1 Central Research Lab

5 Anti-Grav Architecture

6 Schools

1-4 Oil Power (if you did not build these at Industrial level)

10 Telephones

5 Urban Regeneration (I consider these important because they increase efficiency but I list them as optional because they require some prerequisites and increase population)

1 Atmospheric control (you need ten of these total so if you have already built that many building prerequisites for floating cities then this is not needed)

1-5 Satellite Launch Facility (if you did not build these at Industrial level)

40 Fibreoptic Cabling

Floating Cities*** (see section at bottom of page)

4 Clinics (you need ten of these unallocated total so if you have already built that many building prerequisites for floating cities then this is not needed)

1-5 System Defence Vessels (in addition to the 5 needed in important column)

16 Radio, Television, and Holovision

 

4 Police (you need ten of these total so if you have already built that many building prerequisites for floating cities then this is not needed)

 

5 Weather Controllers

 

 

 

5 System Defense Vehicles

 

 

 

5 Fusion Power

 

 

 

10 Extended Surveillance

 

 

 

10 Insurance

 

 

 

10 Airlanes

 

 

 

1 Dole

 

 

 

Demolish Agricultural College and 6 Housing

 

 

 

Demolish Planetary Defense Bases and Telegraphs

 

 

 

 

 

BIOLOGICAL

IMPORTANT

OPTIONAL

5 Insurance

30 Clinics (needed for genetic clinics)

17 Schools

15 Hospital (needed for genetic clinics)

8 Clinics

15 Genetic Clinics

1 Bio Research Lab

10 Family Allowances

5 Ports

20 Enhanced Terraforming

10 Telephone

5 Anti-Grav Architecture

40 Fibreoptic Cabling

5 Urban Regeneration (I consider these important as they increase efficiency but they also increase population. 4 Airlane and 2 Anti-Grav Architecture builds are required to build any of these.)

5 Weather Stations

Floating Cities*** (see floating city section below)

1 Central Research Institute

15 Tachyon Hyperwave Transmissions

5 Fusion Power

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

1 Tech Institute

5 Satellite Launch Facilities

 

 

 

LEISURE


Note: Many of the Leisure builds I consider important but will list as optional because they have multiple effects so I will list some advice and opinions about these builds.

IMPORTANT

OPTIONAL

1 Media Metastudio

10 Tquark Communicators (I consider these a must because they increase efficiency but they also increase population)

2 Dole

12 Solar Power (I consider these a must as well because they increase efficiency. You can have between 1 and 15 of these however for each solar build you have above 12 it increases consumption for every single leisure commodity by two points and the disaffection after 7 of them is 1% per each build but after 12 of them the disaffection increases to 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.)

3 Biodiversity (in addition to the five built at agricultural level)

8 Leisure Centers (I consider these a must as well because they increase efficiency and reduce disaffection but they also increase consumption in all Leisure commodes)

Demolish any Oil or Extended Surveillance

20 Enhanced Terraforming

 

10 Airports

 

15 Genetic Medicine (30 unallocated clinics and 15 hospitals are needed to build these)

 

20 Longevity

 

1-5 Satellite Launch Facility (if you did not build these at tech level)

 

1-5 System Defence Vessels (you can only have 10 of these total and you should have at least 5 already from tech level. It was optional for you to build another 1-5 at tech level but if you did not you can build them now)


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 of them (5% disaffection) or 10 of them (15% disaffection). You can build anywhere from 1 to 10 of them but 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 controls built so you have 9 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 power is destroyed or you care to demolish something these floating cities will still work.

 

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

2 Floating cities = 3 atmospheric control, 7 pollution, 3 weather, 2 fusion, 5 clinics, 3 police, 5 ports

3 Floating cities = 4 atmospheric control, 8 pollution, 4 weather, 3 fusion, 6 clinics, 4 police, 6 ports

4 Floating cities = 5 atmospheric control, 9 pollution, 4 weather, 4 fusion, 7 clinics, 5 police, 7 ports

5 Floating cities = 6 atmospheric control, 10 pollution, 6 weather, 5 fusion, 8 clinics, 6 police, 8 ports

6 Floating cities = 7 atmospheric control, 11 pollution, 7 weather, 6 fusion, 9 clinics, 7 police, 9 ports

7 Floating cities = 8 atmospheric control, 12 pollution, 8 weather, 7 fusion, 10 clinics, 8 police, 10 ports

8 Floating cities = 9 atmospheric control, 13 pollution, 9 weather, 8 fusion, 11 clinics, 9 police, 11 ports

9 Floating cities = 10 atmospheric control, 14 pollution, 10 weather, 9 fusion, 12 clinics, 10 police, 12 ports

10 Floating cities = 11 atmospheric control, 15 pollution, 11 weather, 10 fusion, 13 clinics, 11 police, 13 ports

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