Pipewrench -> RE: Could I build bases on deep space? (8/16/2012 5:13:52 PM)
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towerbooks3192 See , I was bored for a half hour[:)] These are personal opinions and are to be taken with a grain of salt. You might understand this but I will go thru this again, just in case. A colonized planet is a giant warehouse that is in constant need of resources to build things as it grows. Hence it will build up strategic and luxury resources. A starbase attached to a colonized planet will use the planets warehouse to tap into strategic resources when it has to build ships or repair. *edit refueling at a planet does not need a base if it has fuel. A star base not attached to a colonized planet does not have any need to draw resources unless it is expending fuel. It will sit costing you money unless you have a resource below that can be mined for trade or use. If a ship comes into a starbase for refueling and that base is not under a fuel resource you need freighters to bring fuel. If a ship comes in to repair itself, freighters will be called to bring in the required resources. Anything left over after refueling , build/repair will stay in the cargo holds of the base, waiting for the next repair/refuel. Click on the colonies screen (f2) and select the cargo tab. Look at the inventory stored on the planet and you will find what the planet needs and what it wants. If you have a lower amount(amt) then what the planet needs(rsvrd) it will call for freighters to fill that need. If the freighters cannot find that resource or cannot deliver it to the base due to (pirates/blockade), a mining ship will be asked to mine the resource. If you do not know where the resource is because you have not found it yet, a call will go out to other empires. If no other empire has that resource or they will not trade for it your last hope is for a independent freighter to show up. This can lead to bottlenecks if you do not plan your expansion properly as distance can make delivery's costly and very time consuming. Distance is a killer. Since the colony is a warehouse it does not need a base to have freighters/miners pickup or drop off resources . The base is there for building (military/commercial traffic) and repairing and defending with trade generating extra revenue. Bases are expensive so make sure you have either good trade or a good tax base to invest in a base. Depending on your cash flow, Build fuel, strategic and then luxury bases to fill the demand of the colony as close as possible to the new planet. With these in place freighters who would normally make the long journey will be free to do other things. Ship building (too much to cover) Make sure the reactor usage with all the weapons on board + sprint speed power usage does not exceed the reactor power output. You have to go fast and fire for full effect at the same time. This should give you a major hint on researching at the start. Think of what one specific component that will help all your ships at once that does not require a retrofit. (private sector/military)[&:] Also make sure there is enough reactor power to run hyperdrive at full power. Build examples example : build 2 ships torpedo's: with low armor and low shields (standoff) blasters with area weapons: high armor , high shields(in close) real actual example race ikkuro large map ,large size all starting conditions to hardest difficulty except aggression is set to unstable, independent life to rare and colony prevalence to scarce. set size of empire to starting with starting tech and heavy corruption. At game start step 1. destroy all gas-mining stations that are sitting on gas giants. step 2. destroy any research base. step 3. If you have 2 mining bases doing the same thing delete one unless both are also mining another resource you need. step 4. retire the escort and the frigate. now there is less overhead for things we cannot afford-- step 5. change destroyer design - delete energy collector,troop compartment and 1 fuel cell. - Add 3 blasters , 1 thruster, 1 thrust Vector and 1 armor. step 6. change explorer design - add repair bot and 1 reactor. step 7. change construction design - add 1 repair bot. step 8. change medium space port - add 3 research labs to each category - fix warnings and add energy collectors to exceed static energy usage. retrofit all the designs - build another destoryer - make sure all ships are off automatic cancel any research project that you do not like but pick the one research hint I dropped to help you at the beginning. now play and pray (learn to juggle). follow this general guide, pirates/creatures can change this...... - send the explorer out keeping it to the closest unexplored systems. - only use the constructor to build luxuries you do have a base on. - send 1 destroyer to guard the constructor and then when the base starts to be built create a fleet with that destroyer. Set it to defend, current home base, and set the base to what the constructor is building. Lastly turn automation on to let the fleet begin guarding. - when the constructor builds the second base, simple select the fleet and set the base to the new base being constructed. Turn automation back on and fleet will move and protect. Four luxury bases should get you in positive cash flow and then you can start building your empire. With every luxury delivery you should be able to turn up your tax rate due to happiness increase. Check your planets resources and use the expansion planner often. Have fun and remember if it all falls apart you can always try again. Sorry for the rant, bored waiting for a job to start. [:)]
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