Best Practices

Few thoughts and questions.

So I guess what I'm looking for here is "Best Practices". For example... I actually find building farms to be a "Negative" at the moment. I had a farm with a fertile soil tile (+300% for farming). I build a farm there, check back later, and my approval rating on that planet was 30%. Why? Population! What is the benefit to having a planet with a high population outside of "Planetary Defense vs Troop Carriers" and "More Population for Colony ships".

When it comes to Starbases, is it good practice to have multiple starbases of the same type overlap a single planet? Say having 3 Economy starbases for your homeworld? How about 3 Military? What about building Multiple "Influence" starbases around a planet you want to take?

Is logistics supposed to effect "Mining" starbases? Currently I don't think it does, and I just wanted to know if that was a bug or not.

Currently there is 3 armor types. Basic Armor Plating(vs Mass Drives). Shields(vs Energy). Missile Defense(vs Duh). My question on this... I'm currently in the campaign where Armor Plating is the only option available. The opposing race is using energy based weaponry. Do Armor types have an effect vs Any of the other 2 types of Attacks? (say Armor Plating vs Energy in this example.)

Another question in regards to Mineable resources. Do these resources effect your entire empire, or only the planets that fall within the range of the space station? If it DOES affect your entire empire, do those planets within the range of the space station receive an additional bonus? (Range being the little blue circle it draws) I've noticed that when I destroy an opposing races space station I can not build a station in it's place. The icon for the resource remains, but there is no option to build another mining facility when I move a constructor over. Bug?

I've yet to try this yet, but I noticed that when I moved a tiny fighter over one of my space stations the option to create a "fleet" lit up. If I create a small protective fleet for my space station will I get to see the "extended fight" you usually see when 2 fleets collide?

Ok I think that's it for now. I'm sure I'll think of more later.
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Reply #1 Top
I can't quote your post so :

on farms and population:
farms are only usefull to raise the population cap of the planet. Beware that raising population will raise insatisfaction unless you build morale improving structures or have morale resource starbases or lower your taxes.
The population determines your level of taxes as well, so it's a good thing. I think it can also impact your production (military and social), but I'm not sure

Starbases.
I think you can overlap their "bonuses zone" up to a point. There probably is a cap.

Logistics determine the number of ships you can have in a fleet and the number of starbases you can have. Your mining habilities are determined by your tech level and installed modules

Defenses
When your defense is not the one designed for a certain weapon (like gun with armor, laser and shields) then its effect is lowered. instead of a defense of 2 for armor, when attacked by a laser ship, the actual defense value will be sqrt2, so 1,14 so 1. (it is rounded down).

Resources affect the entire empire

You can create fleets by stacking ships, then selecting them and clicking on create fleet. No need to be over a starbase. And yes, fleets protecting military support starbases are very efficient.

Hope this helps

Reply #2 Top
About Logistics: what he means is that you can build however many MINING starbases you want, and you'll never be charged for it because of your logistics value. In the second campaign mission, I had about 10 mining starbases, and 1 economy starbase. I didn't have to pay anything to build them. In the first mission, though, I had to start paying when building (I believe) my fifth "non-mining" starbase.