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  #11  
Old 03-17-2014, 03:06 PM
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Did you look at the "Status" information? Did you see anything out of the ordinary there?

Some planets just get very messed up: a disease bring the population to a single colonist (that's what 1 structure means), a malfunctioning terraforming device changes it from Terran to toxic... and that's all she wrote. It will never recover. You may as well find someone to pay you to put the last survivor out of his misery.
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  #12  
Old 03-17-2014, 03:58 PM
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As I mentioned, I babysat it for a while. I checked the status constantly. It wasn't always at 1 health, I sat there with it at ~200 at the beginning. That's why I originally babysat it, because I figured it would regain health over time.

I made sure there were no negative effects on it (no icons at all) and there was positive population growth. It only got down to 1hp after getting shot at a bunch.
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  #13  
Old 03-17-2014, 04:51 PM
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OK, here's my experience, liberally sprinkled with gut feeling. I am not saying anything about whether it makes sense or whether it's the way things should be.

Babysitting planets, defined as sticking close and defending them does not work, except if your ship is the only defender. Sure, if you are the only defender, you need to be there until it pops a ship, because otherwise it will die.

But if the planet has no pending quests, there is no point in hanging around. It's better for the owner race if you go work on quests in other systems, and if there are no such quests, sabotage its competitors. If the race has a good cash flow, and if there are no pending quests, it should, you want to drop by, from time to time, and sell off your loot, make sure that the defenders are not being swamped, etc... otherwise, stay away, and let them do their thing.

If you want the race to make friends, you may want to escort their diplomats. If it's sending out colony ships, certainly escort these. If it has multiple planets, you may want to escort the freighters or cruising ships... but I have never done this except to get in their good graces.

But if you are not protecting a defenseless planet, or escorting defenseless ships, I have found that a race does best if you are at least one system away from its closest planet, as long as it has no ongoing quests.

You are much more useful to the race stirring trouble for the opposition. More lucrative too.

Note: There is a special case. Some monsters have area attacks, which will chew up a planet while the monsters are fighting the planet's defenders. In some systems, you have two or three monster types like that. When that happens, you either have to patrol the system constantly, or just write it off, and go make luckier friends.
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  #14  
Old 03-17-2014, 07:07 PM
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Yes, I know/realize all of that. I was only 'babysitting' because I wanted to see if the HP would start ticking up. It never did.
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  #15  
Old 04-24-2014, 01:57 PM
rich12545 rich12545 is offline
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I was just wondering if this ever got fixed. Thanks.
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  #16  
Old 04-24-2014, 04:35 PM
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Quote:
Originally Posted by rich12545 View Post
I was just wondering if this ever got fixed. Thanks.
I addressed it some in version 1.035, but haven't changed anything since then.
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  #17  
Old 08-04-2014, 02:55 AM
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Is planet structure related solely to population? If not, does it reset between settlement attempts?
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  #18  
Old 08-04-2014, 11:41 AM
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Quote:
Originally Posted by ShaggyMoose View Post
Is planet structure related solely to population? If not, does it reset between settlement attempts?
The game uses the population, the level of the system, and the difficulty level.
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  #19  
Old 09-22-2014, 10:44 PM
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The "Difficulty Level" modifier is definitely way too low. I've calculated based on the combined effects of the other difficulty level modifiers that the current planetary health modifiers at high levels are several orders of magnitude lower than they should be to avoid a galaxy that doesn't death spiral in the absence of, or even in the face of, player intervention.
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