Cheap Ships Quick

El Cheapo Specials

I started making really cheap stripped down colonizers and constructors in the beginning phases of exploration. If you aren't travelling too far, you can just slap a colony module and an engine on a cargo body and save a few bucks. Anyone else doing this?

--Brad
9,585 views 8 replies
Reply #1 Top
I actually rush buy factories at the beginning and then produce them in a few turns. I put on 1 colony module, 1-2 life support, and as many engines as possible. It is invaluable being able to outrace the AI colony ships, and I don't skimp here. It's not worth saving a couple hundred bc to lose that class 19 planet IMO.
Reply #2 Top
There isn't much point putting 2 colony modules on a ship IMHO, because planets grow at a constant rate anyway. The difference in population is negligible after only a few turns. So yes, I do the same thing.
Reply #3 Top
You don't even have to "strap on" an engine. Just a colony container and a hull will suffice for close planets.
Reply #5 Top
I agree with HEEGZ..... the faster the better! I have a series of Colony ships ready for each engine improvement and I invariably spend my first few research turns getting those faster colony ships out.
Reply #6 Top
Faster colony ships make a lot of sense. For every turn that a colony ship is in space is a turn where that population is not being taxed or growing.

--Brad
Reply #7 Top
Yes I too have to revise my list of ships. Usually I go max engine plus +2 speed ability on huge galaxy, it make so much of a difference! But know that on bigger galaxies you will need more than one planet building ships!

Also anyone tried to build cargo hull ship with a weapon and all engines to shoot down AI scouts/Colony hsips?
Reply #8 Top
Well, I currently use tiny hull ships for that. Basically one Laser 5 and a couple engines. Now that I think about it though, the cargo ships can be used from the beginning that way too... Though I don't generally go to war until after I have Laser 5. Will definitely try that out though.