BigWolf.
Could you post a screenshot of your specialized Design?
I also did the same in my game, but I would like to fine tune it.
There are some things I dont understand.
"Do I need a commerce center in all spaceport colonies?" If no, why not, exactly?
"How much cargo bay do I need in those small colonies?" I dont want to invest more than absolutelly necessary and I dont want to invest less than needed as well.
I will strip all research labs from all spaceports, except those I made on Blackholes, Neutron Stars, Super Nova Stars.
"Should I remove the manufactorers components if I already have atleast one colony in that system with one of each?"
AI design is too broad and generic, being cost inneficient.
The solution is to make a specialized research base, a specialized base for each colony for those "recreational and medical attention" bonuses. But my question is, what are the minimum necessary ammounts for other components?
1 CommandCenter, 1 CommerceCenter
a. How many reactors? Just one.
We will be going for the cheapest budget, and wont be outfitting items that require too much energy, so probably one reactor will be good enough.
b. How many fuel storages? Just one. (bases dont move around)
I think that the fuel storages will only be used to power reactors or other ships nearby.
Since colonies benefit from energy collectors then we wont use the fuel to power the reactor and I think the only use for the fuel will be to "refuel" nearby ships.
Maybe we could let this function "a refuel alternative" to a bigger space port, or just let the gas mining stations handle it. Am I correct?
c. How many cargo bays? Cargo pays affect how fast ships transfer fuel and cargo, you need more if its a busy space port, with many freighters going on and off all the time, then we might want more cargo bays. Depending on the resources that colony has, we might have to micro-manage the ammount of cargo bays per colony. I still dont know how long does it take for a full "cargo/fuel transfer", but I think its fast enough that just one cargo bay wont hinder stuff. Anyway, adding another one is very cheap (in "end game", it added just 40 max price and 10 maintenance having 2 instead of 1).
About defenses.
Do you guys prefer lasers or anti-ship torpedos? How many shields and weapons? Does adding countermeasures to bases is worth it?
One of the great funs Im having is trying to find it out and every time I fiddle with it I improve it a little bit.
Space Ports?
- Sarissofoi
- Posts: 331
- Joined: Mon Feb 01, 2010 12:05 am
RE: Space Ports?
I bulid 3 types of space ports.
1)small space sport- main purpose is to add happiness for planet belov(that mean one for any colony), this SP have one shipyard for repair, refit and civilian build, one recreational and medical facilites, few dockyards for refuleing and some cargo and other stuff. Light armed and shielded.
Bonus for happy population is great, this help esspecially in new colonies.
2)normal space port- I bulit this in strategic points, more shipyards(5) and other stuffs. Light armed but heavy shielded.
3)Large shipyards- for mass building and refiting my private fleets(no escorts and patrols). One in early stage, more in later stages of game.
1)small space sport- main purpose is to add happiness for planet belov(that mean one for any colony), this SP have one shipyard for repair, refit and civilian build, one recreational and medical facilites, few dockyards for refuleing and some cargo and other stuff. Light armed and shielded.
Bonus for happy population is great, this help esspecially in new colonies.
2)normal space port- I bulit this in strategic points, more shipyards(5) and other stuffs. Light armed but heavy shielded.
3)Large shipyards- for mass building and refiting my private fleets(no escorts and patrols). One in early stage, more in later stages of game.
RE: Space Ports?
ORIGINAL: Interesting
The solution is to make a specialized research base, a specialized base for each colony for those "recreational and medical attention" bonuses. But my question is, what are the minimum necessary ammounts for other components?
Just keep removing stuff until it says 'hey, you can't have the base without THAT'. Then add in whatever shields or weapons you want.
I prefer the torpedoes. If you use lasers, enemies with longer range weapons can just sit outside your range and pummel your station, and you can't move closer to take a shot [:@]. For a small base, I'll generally have 10 torpedoes. For more important ones, 15 or 20. But I don't really care about optimization all that much since I'm usually rolling in dough, you could probably get by with less. I like stations that can defend themselves against decent size fleets all alone without support.About defenses.
Do you guys prefer lasers or anti-ship torpedos? How many shields and weapons? Does adding countermeasures to bases is worth it?
Shields is really up to you. I wouldn't reduce it below what the AI gives them, though.
Countermeasures/repair bots/targetting systems are totally worth it. 40% countermeasures from the best tech I BELIEVE means -40% hit rate So your shields/armor/shield regen is all effectively almost doubled just from a one small component. Targetting systems is the reverse for your own weapon accuracy. Repair bots are pretty nice since those stations take a lot of time to take down even after their shields and armor is gone, and they are pretty cheap as well.
- BigWolfChris
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- Joined: Wed Mar 31, 2010 4:26 pm
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RE: Space Ports?
Ok, lets see
Pop Support...
1x Command Centre
1x Recreation Centre
1x Medical Bay
2x Cargo Bays
2x Docking Bays (Though, one might be more than enough)
2x Fuel Cells
Weapons and defences comes to pref. I personally have no weapons, and 2 armour and shield
Then add as many reactors, life support and hab modules as needed to cover the above (usually 1 or 2 of each)
Concerning Plants, you MUST have at least one of each type at each port
Weapon Plants - Weapons and Armour
Energy Plants - Shields, Engines, Reactor and Energy Collectors
Industrial - Mining Extractors, Storage and other Plants/Space Yards (ie. too build Constructors)
High Tech - Sensors, Labs, Habitation and Computers
So you'll find you need all of them, the only exception if you're building a ship without weapons or armour... but tbh armour is a must, so you can't really skip on that either
Concerning Space Ports, strip all research labs, and try to only have 2 of each plant for each space yard on the port, you may even be able to drop the number of hab and life support units as well
I personally alter the number of yards for the large port down too 6 as well, with 3 of each plant, I find after the initial rush, you aren't mass building lots of ships anyway, so save yourself some maintenance costs, at the same time, you can still leave your original port up on homeworld so you can still take advantage of it's research and extra slots
As for research, all I do is create a facility with basic defences and weapons, then 5 of each lab, I worked out I'm getting 20 Labs for around 50%-80% cost of the 16 labs with the 4 original designs
Just to show, starting a new game, 4 designs, around 1560 each, so going at a cost of 390 per lab with infrastructure included
Maintenance is around 885, going at 221 per lab
Base size is 231
Now, combining it all, with adding 2 extra weapons and 2 extra reactors and 1 more fuel cell, plus needed extras supports and an extra lab each (so now of 5 each), it's at a size of 597, so still buildable to game starting tech
The cost for this one facility? 2212 Credits
The hitter is the maintenance, as it has doubled in comparion (1739)... but now the per labs
Bare in mind, there are now 20 labs on this one station, so...
The construction cost - 110 credits per lab, a saving of 280 credits per lab
The maintenance cost - 86 credits per lab, a saving of 135 per lab
The advantages? it's cheaper, you're getting more research, uses less resources in construction, and it packs double of the original designs punch with more spare Energy
The disadvantage? it's one target instead of four... but I can live with that
Pop Support...
1x Command Centre
1x Recreation Centre
1x Medical Bay
2x Cargo Bays
2x Docking Bays (Though, one might be more than enough)
2x Fuel Cells
Weapons and defences comes to pref. I personally have no weapons, and 2 armour and shield
Then add as many reactors, life support and hab modules as needed to cover the above (usually 1 or 2 of each)
Concerning Plants, you MUST have at least one of each type at each port
Weapon Plants - Weapons and Armour
Energy Plants - Shields, Engines, Reactor and Energy Collectors
Industrial - Mining Extractors, Storage and other Plants/Space Yards (ie. too build Constructors)
High Tech - Sensors, Labs, Habitation and Computers
So you'll find you need all of them, the only exception if you're building a ship without weapons or armour... but tbh armour is a must, so you can't really skip on that either
Concerning Space Ports, strip all research labs, and try to only have 2 of each plant for each space yard on the port, you may even be able to drop the number of hab and life support units as well
I personally alter the number of yards for the large port down too 6 as well, with 3 of each plant, I find after the initial rush, you aren't mass building lots of ships anyway, so save yourself some maintenance costs, at the same time, you can still leave your original port up on homeworld so you can still take advantage of it's research and extra slots
As for research, all I do is create a facility with basic defences and weapons, then 5 of each lab, I worked out I'm getting 20 Labs for around 50%-80% cost of the 16 labs with the 4 original designs
Just to show, starting a new game, 4 designs, around 1560 each, so going at a cost of 390 per lab with infrastructure included
Maintenance is around 885, going at 221 per lab
Base size is 231
Now, combining it all, with adding 2 extra weapons and 2 extra reactors and 1 more fuel cell, plus needed extras supports and an extra lab each (so now of 5 each), it's at a size of 597, so still buildable to game starting tech
The cost for this one facility? 2212 Credits
The hitter is the maintenance, as it has doubled in comparion (1739)... but now the per labs
Bare in mind, there are now 20 labs on this one station, so...
The construction cost - 110 credits per lab, a saving of 280 credits per lab
The maintenance cost - 86 credits per lab, a saving of 135 per lab
The advantages? it's cheaper, you're getting more research, uses less resources in construction, and it packs double of the original designs punch with more spare Energy
The disadvantage? it's one target instead of four... but I can live with that
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
RE: Space Ports?
ORIGINAL: BigWolf
Ok, lets see
Pop Support...
1x Command Centre
1x Recreation Centre
1x Medical Bay
2x Cargo Bays
2x Docking Bays (Though, one might be more than enough)
2x Fuel Cells
Weapons and defences comes to pref. I personally have no weapons, and 2 armour and shield
Then add as many reactors, life support and hab modules as needed to cover the above (usually 1 or 2 of each)
Concerning Plants, you MUST have at least one of each type at each port
Weapon Plants - Weapons and Armour
Energy Plants - Shields, Engines, Reactor and Energy Collectors
Industrial - Mining Extractors, Storage and other Plants/Space Yards (ie. too build Constructors)
High Tech - Sensors, Labs, Habitation and Computers
So you'll find you need all of them, the only exception if you're building a ship without weapons or armour... but tbh armour is a must, so you can't really skip on that either
Concerning Space Ports, strip all research labs, and try to only have 2 of each plant for each space yard on the port, you may even be able to drop the number of hab and life support units as well
I personally alter the number of yards for the large port down too 6 as well, with 3 of each plant, I find after the initial rush, you aren't mass building lots of ships anyway, so save yourself some maintenance costs, at the same time, you can still leave your original port up on homeworld so you can still take advantage of it's research and extra slots
As for research, all I do is create a facility with basic defences and weapons, then 5 of each lab, I worked out I'm getting 20 Labs for around 50%-80% cost of the 16 labs with the 4 original designs
Just to show, starting a new game, 4 designs, around 1560 each, so going at a cost of 390 per lab with infrastructure included
Maintenance is around 885, going at 221 per lab
Base size is 231
Now, combining it all, with adding 2 extra weapons and 2 extra reactors and 1 more fuel cell, plus needed extras supports and an extra lab each (so now of 5 each), it's at a size of 597, so still buildable to game starting tech
The cost for this one facility? 2212 Credits
The hitter is the maintenance, as it has doubled in comparion (1739)... but now the per labs
Bare in mind, there are now 20 labs on this one station, so...
The construction cost - 110 credits per lab, a saving of 280 credits per lab
The maintenance cost - 86 credits per lab, a saving of 135 per lab
The advantages? it's cheaper, you're getting more research, uses less resources in construction, and it packs double of the original designs punch with more spare Energy
The disadvantage? it's one target instead of four... but I can live with that
Honestly, you'd think a WiTP Japanese player like me would have considered all this streamlining, but I didn't. Good ideas, I'll definaetly put this too use in my games from now on, and make sure to save the designs so I can simply pull them up when wanted.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
- BigWolfChris
- Posts: 665
- Joined: Wed Mar 31, 2010 4:26 pm
- Contact:
RE: Space Ports?
I will say that they could be better, but they work for me
Of course, you can easily refine them to suit your own needs, eg. in a more hostile universe, you'd want to put on more weapons and defences
Of course, you can easily refine them to suit your own needs, eg. in a more hostile universe, you'd want to put on more weapons and defences
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
RE: Space Ports?
ORIGINAL: BigWolf
I will say that they could be better, but they work for me
Of course, you can easily refine them to suit your own needs, eg. in a more hostile universe, you'd want to put on more weapons and defences
Probably will add more guns and shields for my own designs. I tend to build defenses and hide behind them until I'm ready to conquer the galaxy. Use enough guns, shields and armor so that the bases can hold out until a major fleet arrives.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Space Ports?
I dont like designing my own space ports. I let the AI take care of it. I only hope it does a good job.
- BigWolfChris
- Posts: 665
- Joined: Wed Mar 31, 2010 4:26 pm
- Contact:
RE: Space Ports?
In fairness, the AI Space Ports aren't really that bad
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive



