Galaxy Legion Forum
http://galaxylegion.com/forum/

arti/mining toxic build question.
http://galaxylegion.com/forum/viewtopic.php?f=4&t=26924
Page 1 of 1

Author:  icarium81 [ Wed Jul 11, 2012 1:26 pm ]
Post subject:  arti/mining toxic build question.

How would you equip a VL toxic thats 16/15X mining, and 15X arti?, I'm looking to sneak a couple of these together and hopefully people will pass on taking them because it appears to be a mining toxic(irradiated once its maxed)

what artis would you throw on for a build.
im not sure if id use the stripcore because its -2 arti, but it IS 4 mining for the space...
sulcation portal
anti matter drill
enhanced warp gate
processing core chassis
space elevators
a couple defense mods, nexus barriers as well and +650 population.
thats 17 space by my math, which may or may not be wrong, im not checking, just going by my poor memory.

Author:  FerrusManus [ Wed Jul 11, 2012 1:36 pm ]
Post subject:  Re: arti/mining toxic build question.

People tend to notice Irradiated planets, and usually even maxed Toxic planets.

Author:  icarium81 [ Wed Jul 11, 2012 2:23 pm ]
Post subject:  Re: arti/mining toxic build question.

its really quite irrelevant.. if they do then they can fight for them.. they have just as much chance of scanning my other arti only worlds.. ask anyone whos touched my planets, they dont go easily. ive only lost 3 in my entire time playing. one i willingly let go because it was too small for my tastes, and that was a large UR crystal.

Author:  KJReed [ Wed Jul 11, 2012 4:13 pm ]
Post subject:  Re: arti/mining toxic build question.

no on the strip core. id also think about an iso bureau and a concord station. tri phases as well.

Author:  elerian [ Wed Jul 11, 2012 4:36 pm ]
Post subject:  Re: arti/mining toxic build question.

If your putting population structuers up as well you should think about the astrobiology ward.

Author:  KJReed [ Wed Jul 11, 2012 4:46 pm ]
Post subject:  Re: arti/mining toxic build question.

elerian wrote:
If your putting population structuers up as well you should think about the astrobiology ward.

good idea. may actually not even need the 650 and just use this instead. more pop and saves 4 space.

Author:  Darth Flagitious [ Wed Jul 11, 2012 5:13 pm ]
Post subject:  Re: arti/mining toxic build question.

I'm all for trying new and innovative ideas, especially when it comes to planet construction, but I gotta say I think this would be a poor road to follow. I think VL planets just lack the space to properly defend. Even when I only had roughly 10k attack, I would routinely succeed at taking planets with 30k+ invasion defense. So that would be the minimum I would feel comfortable having on a planet like one you're talking about. Or 15k cloak. Either way, you'd be sacrificing a significant amount of space to protection. Secondly, maxed out mining toxics are relatively easy to make. Maxed arti toxics, not so easy. There is a significant investment in doing that. Either by Taltherian uplifts or terraformers. It's much easier, and cost effective, to max out a VL Terra or Desert because they commonly have a higher natural artifact bonus. I personally don't bother invading mining planets because of cost, they're cheaper for me to build via toxic purifiers, but I do look at them when I scan one. Just to see if there are any interesting artifacts in place, so if I scanned an arti toxic I'm taking it and/or serving it up for our legion to take. Chances are very good that we're going to get it. Toxics I only put enough defense on my own to keep newbs from getting them. High ranks rarely bother taking mining planets, they are too easy to replace, and extra defense takes away from production. I dare say the effort involved in making one 15x arti Toxic would be better spent making two Terra/Desert planets plus a maxed mining Toxic. Most likely an equal (or only slightly higher) energy/resource investment in building those 3 planets will net you a much higher hourly payout.

Author:  Epicownage [ Wed Jul 11, 2012 7:30 pm ]
Post subject:  Re: arti/mining toxic build question.

Darth Flagitious wrote:
I'm all for trying new and innovative ideas, especially when it comes to planet construction, but I gotta say I think this would be a poor road to follow. I think VL planets just lack the space to properly defend. Even when I only had roughly 10k attack, I would routinely succeed at taking planets with 30k+ invasion defense. So that would be the minimum I would feel comfortable having on a planet like one you're talking about. Or 15k cloak. Either way, you'd be sacrificing a significant amount of space to protection. Secondly, maxed out mining toxics are relatively easy to make. Maxed arti toxics, not so easy. There is a significant investment in doing that. Either by Taltherian uplifts or terraformers. It's much easier, and cost effective, to max out a VL Terra or Desert because they commonly have a higher natural artifact bonus. I personally don't bother invading mining planets because of cost, they're cheaper for me to build via toxic purifiers, but I do look at them when I scan one. Just to see if there are any interesting artifacts in place, so if I scanned an arti toxic I'm taking it and/or serving it up for our legion to take. Chances are very good that we're going to get it. Toxics I only put enough defense on my own to keep newbs from getting them. High ranks rarely bother taking mining planets, they are too easy to replace, and extra defense takes away from production. I dare say the effort involved in making one 15x arti Toxic would be better spent making two Terra/Desert planets plus a maxed mining Toxic. Most likely an equal (or only slightly higher) energy/resource investment in building those 3 planets will net you a much higher hourly payout.

Despite not being able to make regular 16x toxics I have and can make a few and I agree entirely with what's said in this post.

Author:  Toastar [ Wed Jul 11, 2012 8:34 pm ]
Post subject:  Re: arti/mining toxic build question.

I agree with Darth that a VL isn't worth putting all the effort into. That said though, I did conquer a Colossal 17X Irradiated and opted to make it 15X arti's as well (due to its size). Some of the arti's I put on it to maximize mining and arti's:

Galactic Concord Station
Isolation Bureau
Hypersensor Satelite
Tri-Phases
Anti-Matter Drill
Hypergate
TO Manufacturing Core
Adaptive Spires (producing mining)
Interphasic Hoveroid
Barrier Nexus X2

A Crimson Base would work well too - there's a fair number of artifacts that pair well with mining and artifact production and can keep the planet well defended. That said, however, Darth is right that a VL is too small to have more than one type of production AND be protected. This planet was a special case because it was Colossal - I basically remade it to be an artifact world that also happened to have good mining production.

Author:  Wolfy Minion [ Wed Jul 11, 2012 9:39 pm ]
Post subject:  Re: arti/mining toxic build question.

if you are going to make it into an irradiated planet might as well make it C, otherwise keep it as a 16x mining and don't bother with the art.

My colossal build for all the 15x plasmas I plan to make now that I am taltherian:

basic structures: 2x hyperforgers, 2xinverse satellites
ctl: 2xresonance inhibitors, iso bureau, hypersenor satellite, concord station, hypergate
base raids: 2x adumberate stations
badges: 2x quantum accelerators, 2x barrier nexus, upgraded heist station
AP: 2x space elevators, processing core and relay tower
NPC dark beacon, sithion gas vesicle

with max passive cloak of 3892.

leaves a space for a datacenter or a random leftover mission art that provides +1 to arts


+46art +11 res +9 minig 7392 cloak before legion bonus.

if you plan to do this for the irradiated with mission only arts you can swap a inverse satellite with an ergosphere and/or meta-tune jammer, throw on a antimatter drill, 2x triphases, sulcation portal

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/