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There are, of course, options which require skill. Things like building to a scale and pattern which keeps you on-pace with enemy evolution and expansion. Producing what's needed to make measured progress on the planet rather than slamming the tech tree as fast as possible.
For those who choose not to undertake such measures, or who cannot, there's still the selections available at map generation. Gleba enemy bases can be reduced in size and frequency. Either of which will help reduce the earlier attacks, granting additional time to 'tech up' to deal with them. The evolution and expansion settings can be tweaked in hundreds of ways, likely enough to find a solution which works. There's even the options to stop all attacks using peaceful mode, and to completely remove the threat using "No enemies".
With all the tools at your disposal, the devs likely consider the problem 'solved' from their end and the issue is now in the players' hands to create.
The only thing you MUST have from Gleba is ag science and bioflux so make only that there. Research coal synthesis ASAP, bring a few barrels of free heavy oil from Fulgora, make sulfur on Fulgora, carbon on a space platform, drop that and any other materials that you are recycling into nothing on Fulgora to use on Gleba. You can use coal synthesis to make coal from carbon and sulfur and use ordinary coal liquefaction to make oil for your flame throwers. You can import all the free rocket fuel you need from Fulgora and you can burn surplus rocket fuel in heating towers to make lots of power for tesla turets.
You can import free steel and iron plate from Fulgora and you can get tons of free stone and free copper plate, plus green circuits, blue circuits, and low density structures from Vulcanus and then make all the red ammo you need on Gleba. Layering Telsa turrets and flame throwers with gun turrets and laser turrets make a nice defensive ring around the tiny part of the planet you need to harvest fruits and make the ag science and bioflux and every thing you need to launch rockets can come from other planets too.
If that isn't enough military might you can research rocket turrets on Gleba and add them and later add rail gun turrets once you get research from Aquillo going.
You get a teeny tiny base on Gleba with minimal spoilage and minimal spore production bristling with weapons that can keep every thing Gleba has to throw at you out.
The result is that they draw all of the enemy attacks: the base is never in danger. And the pentapods never get interested in my spore cloud.
There also seems to be a secondary effect: stompers responding to artillery strikes seem to be hesitant to actually engage with rocket turrets, making their first strike advantage rather massive. I'm not sure why; the battles I watched might not represent the typical behavior.
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Even before setting up artillery, it's important to note pentapods only care about the spore clouds. So if the bulk of your factory is behind the spore clouds, you only really have to worry about your agricultural towers getting attacked.
I may have just been lucky with my placement, but that was my experience. I didn't even have that much distance between my towers and my factory, but the pentapods just didn't care about it after wiping out the nearby farming operation.
I do love overloading my belts but that sounds like a great mechanic. I get why people are mad but seems like they are just bad.
This really shows how simple it is to set things up. Yes this was me going in blind without any videos of blue print help. This small of a base is able to make 400+ Goop SPM
https://steamcommunity.com/sharedfiles/filedetails/?id=3436643555
And since spoilage is the main gimmick on Gleba, it became a meme to hate on the planet long before the expansion even released.
You also have the people who don't really like doing new things. The main practical consequence of spoilage is that latency becomes relevant. This was a glaring omission in the vanilla game where throughput is practically the only transportation concern that matters, and people developed habits that are really bad for latency, such as letting items linger endlessly in various buffers (whether belt or chest) which is very impractical when dealing with the spoil timer.
There are also some things that a person could do wrong which might give them a bad experience when starting out; e.g. using assemblers rather than the new production building for certain recipes would mean you are likely to run out of a critical renewable resource (seeds) rather than accumulate a robust stockpile. And a person's opinion might take a long time to recover from that initial bad experience.
I'm sure there are other possibilities too; these are just the main things that I think are causing most of the highly negative opinions. (but take my judgement with a grain of salt)
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Also, the DLC has a general problem of (IMO) not having a good visual distinction between different terrain types when the types really matter, and Gleba suffers the most.
https://steamcommunity.com/sharedfiles/filedetails/?id=3436686548
The stuff that does spoil you can mostly avoid by turning those products into things that don't spoil (eggs into biochambers, fruits into seeds) and then recycle the bio chambers to get amazingly fresh eggs or plant the seeds to get fruits that never spoil until you harvest them.
So you spend a lot of time solving the puzzle (which isn't challenging, just tedious) the first time you arrive and what little challenge there was (essentially adding dunsels to fix an artificial problem) is gone for subsequent playthroughs. Aquillo suffers a similar problem. The last 2 planets don't offer much replayability which is the larger problem.