Shark7 -> RE: How do you manage resources and other staff after the first expansion? (11/13/2014 5:38:19 PM)
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I'm going to give you the quick, messy advice rather than a step by step. There are three main things you need to do when you are first expanding your empire: 1. Make sure to get the mining bases (especially gas mines for caslon and hydrogen) that are either in system or in the closest systems built first. These two resources are not only fuel for your ships, but your colonies require massive amounts of each for growth. Also, I tend to put 12 docking bays on my gas mining stations so when ships do dock to refuel, they can do so quickly. Then grab the strategics, then the luxuries. Why do I suggest in system or close to the system...simple, the less territory you have to cover, the easier it is to defend it. Defend only the strategic areas. Because just as Frederick the Great said: "He who defends everything defends nothing." Your small navy simply can't be everywhere at once, but if everything is in close proximity to home bases, they ships can respond in a reasonably timely fashion. 2. DO NOT build additional space ports for a long time. You really only need 1 for every 10-12 colonies in my experience. Space ports are resource sinks that will draw resources away from newly established colonies. The less strain you put on your freighters, the better and shorter trips and only needing to supply a few important points is much easier on the civies (see point #1 above). Design a cheap star base with recreation and medical modules and build those at each colony. And I mean minimal so if you lose it, not a big deal to rebuild it. Besides it is hard for any base smaller than a defense or large space port to stand up to a determined pirate/enemy attack. Better off to make the outer colonies stuff as cheap and easy to replace as possible when lost (because it will be). 3. If you capture or 'salvage' a space port (through abandoned bases or pirate bases), my advice is to get rid of it as soon as you can. Give it away or just scrap it. I have the most problems with resource shortages when I gain one of these 'freebie' space ports in some out of the way place and the whole freighter fleet abandons the inner colonies to resupply it. The bases away from major colonies are nothing more than resource vampires that will suck the life blood out of your economy. As for your specific questions: 1. As many as it takes. There is not definite right answer here. 2. Qaulified answer: I play a mod with new weapon techs so mileage will vary. I do mix weapons, usually choosing a mix of heavy lasers for up close work and missiles for stand-off battles. That way when I run into a heavy installation (pirate base) my ships can stay out of range and plink away with missiles until it damaged enough to go in for the kill. Also, never skimp of PD weapons...you run into an alien race that uses a lot of fighters and you will have problems. 4 PD per ship is NOT over-kill in this game. 3. Moderately. Enough guns to drive off a pirate escort or frigate. I tend to put more shields and armor than guns so that when something more powerful (or a group of pirates) attacks, it can last long enough for the navy to respond. 4. Three ways to do this one. A) Mod the game files, namely the race.txt B) have a leader/governor with the colony ship construction speed skill or C) build the Bakuras High Speed Shipyard wonder (best option). 5. Yes. You can still issue specific orders by going to a planet and using the UI to order a station into the queue. I do this, but mostly keep a hands off approach when it comes to constructors. Easier just to queue stuff up in the planner when sorted by distance and let the AI carry out the queue. 6. Short answer for me? No. The more mines you have, the faster you pull resources into the colonies where they are needed. I guess if some one were to go through and weigh cost versus return there might be a point when you get no return for building additional mines, but I've not seen it myself.
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