Bingeling -> RE: 2nd Game....Burn and Crash. (6/6/2014 7:20:28 AM)
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ORIGINAL: Daeromont1 1. Economy is tanking. My game was set to not trade techs, so that isn't something I could do. I probably expanded too quickly...but if so, I'd like some tips on what is 'enough' without falling too far behind. 2. I don't understand the tech side of things as to capacity. 3. Trade. I've been building every station I could to help my economy. Should I be focusing in one direction or another...and if so, how do I tell? 4. Fleet support: I have learned a lot from my previous reading and posts made on my earlier thread. But I am definitely open to further suggestions....particularly as they relate to what I might be doing wrong with fleet design and composition. 1: To build a good economy, you need a decent to good quality (in percentage) colony with high population. In the early game you do not have high population on the capital planet, and things like fast reproduction (and until the beta update low tax) helps you get there sooner. You also need low corruption on the colony to gain its potential, but that should not be an issue on the capital itself. Otherwise, see regional capital, researched in high tech part (governance?). One way to tank the economy is to expand fast, have more spots to protect against nasty pirates, which require more ships, that you can't afford since your capital is not "profitable" enough to support that yet. With only the capital, you have the same income, and maybe only need to defend the capital system and a couple of mining ones. 2: Capacity? What capacity? I manage to play just fine without understanding anything about that. 3: See 1: The colony needs luxuries to have max development (105 with no extra stuff), which is required for a good economy. It should be 10 luxuries, some strategics, and the racial one. Apart from providing this, and enough strategics and fuel to build and run stuff, mines are not that important. If you got a neighbor that is worse off, you can make them buy resources and provide some trade bonuses (I think...), as long as you got spares. 4: What is the issue with fleet design? The fleet needs to be able to do its job. Is the job to stop a pirate escort that tries to camp at your new colony? It requires a small fleet. Is the job to stop a 8 ship pirate fleet from dropping raiders at the same colony? Requires a much larger fleet. Is the job to bust the large pirate spaceport? Requires an even stronger fleet. For a fleet that travels around, pay attention to the range shown on the design of your ships. Right side, movement part, range in sectors. It is a good idea to have long ranged ships only, which usually rule out escorts in fleets (or at least used to do). When you get cruisers, they usually have better range than frigates and destroyers. Which makes me drop the smaller two from "main fleets". Carriers are nice. In my current AAR, with 400 build size and AI designs, I run normal fighting fleets of 14/4 (cruiser/carrier). I set up a couple of stronger fleets of 25/6 to take on the large spaceports and friends. The smaller ones should spank some AI empire or pirate fleets, and small and maybe medium spaceports. Keep in mind that a spaceport is not just a spaceport if there are 30 enemy ships present. A 400 size cruiser is not much better than a 350ish destroyer, but it was a bit more tanky, I think had some more travel range, and more torpedoes (which is used when "standoff" against stronger targets). And the fleet with cruisers can be retrofitted to better cruisers (larger) on the next build size increased, while destroyers stay the same.
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