There are 2 ways to create new colonies:
In the early game even a Colony Base is a significant construction project, so you need to decide what you hope to gain from each colony, and whether the gain justifies the cost - it might be better to concentrate on something else, such as research or on growing the population of your existing colonies or on improving their population capacity, research or industrial capabilities, profitability or, if your race is not Lithovore, their fertility.
This is quite complicated because:
Good players know all the possibilities and do this analysis without conscious thought. If you're a newcomer to MOO II, don't get discouraged by the apparent complexity of all this - after 10-20 games you won't notice yourself thinking it all out.
At some point you will have to stop colonizing anyway, for example because it would be difficult to defend new colonies far away from established colonies that could build warships to protect them.
This page only deals with colonization in the early, low-tech stage of the game. Later you should generally "colonize" by invading other empire's colonies. In this mid-game stage there may be a few uncolonized planets behind the expanding boundary of your empire, and you may wish to colonize more "difficult" planets because you now have technology and money to make them useful in reasonable time. But this guide cannot anticipate how the mid-game will develop, especially which technologies you will research at this stage.
Contents |
Population is power. So ideally you want mainly planets that have a large maximum population or can easily be terraformed to a large maximum population. But the maximum population partly depends on your race design - Subterranean and Tolerant races get higher than normal maximum populations on all planets; Aquatic races get higher than normal maximum populations on "wet" planets. Fortunately the game software helps by showing a planet's maximum population when you run your mouse over the planet's icon in various screens:
Usually it's not worth colonizing planets whose initial maximum population for your race is less than 4:
A planet's size also affects how fast it can build, because pollution starts to bite at lower production levels on smaller planets. Note the words "planet's size" - the point at which pollution bites is determined by the planet's physical size (Tiny / Small / Medium / Large / Huge) and by population capacity increases produced by terraforming, but not by racial advantages in population capacity (Subterranean and, on "wet" planets, Aquatic). Of course pollution is not a constraint for Tolerant races.
There's one important exception to all of this: if you have a few planets with maximum populations of 8 or more (for your race), you could colonize a smaller planet to use it as a Population 1 housing colony. The smaller planet should ideally be one that can easily be terraformed to a useful size later.
Food production is not a constraint for Lithovores in the early game; but even they should try to colonize planets that are good for farming, so that they can later support non-Lithovore populations that they have conquered.
Depending on the type of planet, your colonists can produce 0, 1, 2 or 3 food per farmer (3 only for Aquatics on "wet" planets and for on-Aquatics on the very rare Gaia planets). Non-Lithovores would obviously prefer to colonise planets where each farmer can produce 2 or 3 food in the early game - once again this depends on your race design: Unification governments and, on "wet" planets, Aquatic races can produce more food. Colonizing a lot of planets that need to import food will harm your economy in a number of ways, whose combined effect is serious in the early game:
Low-fertility planets should generally be used only as Population 1 housing colonies - preferably sending people to other colonies in the same system, to avoid the costs of using Freighters.
If you have a choice of 2 low-fertility planets, colonize the one that will terraform directly to to a reasonably fertile planet (for your race) later.
Naturally you'd prefer to colonize the richest planets, because:
Unfortunately:
Rich or Ultra-rich planets with a maximum population of 1 for your race are useless, since their populations cannot grow and therefore you can't use them as Population 1 housing colonies. No-farming but larger Rich or Ultra-rich planets make very effective Population 1 housing colonies provided they are not crippled by higher gravity than your race is comfortable with - Housing colonies' population growth rates are determined by their production, which is increased on Rich or Ultra-rich planets.
Poor planets with high maximum populations can be valuable assets - they're of little use for building ships, but can make significant contributions to your cash and to your research and / or farming.
But if your race is not Lithovore:
Generally you should not colonize Poor planets that are Small or Tiny - small size and poor minerals both make pollution bite at lower production levels.
Avoid them! Especially as most have the additional handicap of low gravity, which reduces the productivity or most races by a further 25%.
Buildings on Desert and Radiated planets have have maintenance costs 25% higher than normal, and those on Toxic planets have 50% higher maintenance costs than normal.
It may still be useful to colonize Desert planets with maximum populations of 4 or more:
Radiated planets cannot be terraformed until Radiation Shields have been built. For non-Creative races, researching Radiation Shields means forgoing Class 3 Shields, the first decent space combat shields. And then they terraform to Desert or Tundra. Desert never gives a higher maximum population; Tundra is no better for most races, but for excellent Aquatic races — it provides the same population capacity and farming productivity as a Terran planet provides for non-Aquatics.
Most races should generally avoid colonizing Radiated planets early in the game, unless they offer some specific advantage. There are 2 main exceptions:
Most races should avoid Toxic planets except possibly where they have special benefits. In addition to the high maintenance costs, Toxic planets can never be terraformed and pollution bites very early there. Usually only Tolerant Lithovores can get any benefit from them, and even they suffer from the higher maintenance costs.
Those that have special features and no disadvantages are almost always guarded by Space Monsters. This section covers how best to use those that have disadvantages.
A planet with gold deposits produce a "special income of a flat 5 BC per turn in addition to the normal tax revenue from its colonists; gem depoits are ven better, producing a "special income of a flat 10 BC per turn.
Since you need the cash in the early game, you should colonize these as fast as possible - even if the are Tiny and / or Toxic and/ or Ultra-poor. The next question is whether and how to develop them. Fortunately the answer is fairly simple: if you would not otherwise have colonized the planet, use it as a Housing colony or produce Trade Goods; otherwise develop it normally.
A few planets have Natives, who don't pay tax, can't be moved to other planets and can do nothing except farming - which they do far better than any race you can design — a Unification + Aquatic race on a "wet" planet is the only one that gets fairly close. Natives come in sets of 3, so planets with Natives have to be least of Medium size, otherwise races with "normal" population limits could not colonize them. Most planets with Natives have a disavantage - Desert (+25% maintenance), Poor or High-G.
Even so, you should colonize them as soon as possible, even if your race is Lithovore:
To decide how and when to develop colonies with Natives, imagine that you have colony with X-3 colonists:
A few planets have artifacts left by long-departed advanced civilizations. The first empire to visit the system gets 1 or occasionally 2 free technologies (this benefit is greatest for non-Creatives) and colonies there get a significant boost in research productivity (+2 per scientist).
Artifacts planets are never no-farming planets but some are Desert (+25% maintenance costs). Sometimes it's best to take the free technologies and leave the planets uncolonized. The effort required to build a Colony Base or Colony Ship in the early game will divert resources away from research at other colonies, and this is unlikely to be a good investment if the planet initially cannot support 2 scientists plus 2 workers, before Biospheres or terraforming - that's probably the minimum because it assumes that the planet will import all its food, which costs 0.5 BC per unit of food (i.e. per Freighter load) and will divert colonists at other colonies into farming, probably from research. This is fairly complex, as it depends on your race design - Lithovores won't worry about food; Tolerant, Subterranean and, if the planet is "wet", Aquatic races can produce useful populations on Small planets.
Many Artifacts planets that are not guarded by Space Monsters are poor, but that is not a serious drawback, since Poor planets are often good places to do your research and the presence of Artifacts is a bonus.
It may just be worth colonizing an Ultra-poor Artifacts planet provided it will support 3 or more researchers plus 2 workers without needing to import food - an Ultra-poor colony will have to "buy when half-built" almost everything, so you need to avoid the additional cost of importing food. If you colonize an Ultra-poor Artifacts planet, maximize the research and cash benefits by sending in colonists from separate Housing colonies - an Ultra-poor colony needs to use all its meagre production for construction buildings and cannot afford to to its own Housing.