Translations of this page:

Volume I: The Basics

As has already been pointed out here and elsewhere, you will need good governors to be successful at Cosmic Supremacy. There’s really no way around that, so you might as well jump in and get started. In the following I’ll try to provide a sound way to structure governors, one that I use myself and know others to use as well. However, unless otherwise stated, you should consider this the approach of a single, semi-successful player.

Part II: The Governor

Planet Specialization

I don’t think there’s a single player that doesn’t specialize his planets to some degree. If you set up a planet to concentrate on ship construction, that’s specialization. Nothing much to it, really. It’s a tried and tested approach to planet management, which you may consider gospel.

The most common planet types are:

Banker:

These planets have lots of Banking Centres and Bankers. They are typically the smallest planets with the worst planetary values. Those that are ill suited for anything else.

I don’t usually make any of these from my first 10-15 planets, but I often turn a fair share of the first planets I conquer into Banker planets (the timing of the first war seems to coincide with the need for more money (as maintenance rises)).

Breeder:

These planets have lots of Farms and Farmers. They may house hundreds and hundreds of troopers, which are ferried over to the planets that build ships, or used to re-load your troop ships.

Be aware that this is a weak spot in your infrastructure. If your enemy takes out the ships that transport the troopers to the production planet, both your Breeder and Production planet will be useless, unable to do anything but stockpile unmanned ships and unshipped men. Even worse, of course, if he actually manages to take one or the other.

This is why I’ve tried something slightly different in my 3 most recent galaxies. See below, ‘Galaxy Environment’.

Miner:

Miner planets have lots of Mines and Miners, possibly Robot Miners as well. They usually have rich mineral deposits (8+), and may serve as back-up Banker planets when your resource stock-piles are high. Since you don’t get score from either resources or money, there’s really no reason to have huge amounts of these.

I used to switch from mining to banking when I had 10-15.000 of anything but exotics (which I mine continually, since you’re likely to sell with a profit as compared to switching these planets to banking). However, recent and sudden shortages due to the loss of a mining planet, has led me to believe that more is needed for large empires that produce a lot of ships. A rule of thumb may go something like ‘1000 of each resource per planet you own’.

You’re not likely to need more than two miner planets per type of resource, and one of each should do you fine up until the middle game. Except perhaps in regards of metal – you’re going to need a lot of that, and wont regret setting up two of those fairly early on (before turn 50). My most complex governors are the ones used on these planets.

Production:

This type of planet is filled with Factories and Workers. They build ships and/or scans and in case of the former, benefits from the assistance of a Breeder planet. The planet is usually large (28+), and has a high production value. The dependence on Breeder planets makes this a potential weakness. See above.

Researcher:

These planets have lots of Universities, Labs and Scientists.

I try to turn roughly a quarter of my planets into research planets, usually a little less. If you do extensive research while successfully expanding well into the middle game, you may end up researching all the technologies, and be left with a lot of planets that are specialized in something you don’t have any use for. It’s hard to invest too much in technology, though, but keep it in mind.

 
guides\nongolfguide\planetspecialization.txt · Last modified: 2012/02/26 22:17 by jackjack
 
0.197 planets were colonized to make this page.
Powered by DocuWiki, Theme by SHRIKEE