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I've yet to find a use for the other earth orbits. Building fleets at earth is generally not a good idea due to agent shenanigans.
A place to refuel fleets helps too.
3 main reasons
1)Fleet building. You need a point where you can spam build ships to defend earth later on.
2)Some mid game important tech building that boost earth , like Nanofactories with 30% max bonus to Eco investements.
3)You have Hospitals that trade boost for money , only can be build on earth -lune orbits.
Or on other planets if you have 50 000+ pop :D Thats possible on mercury.
I will tell you more - you want 2-3 Ring (tier 3) stations on Earth orbit.
Also you weant them well defended , at least 4 , better 5 layered defences.
Waste for research stations - T2 station could fit 5x T2 science modules (and you don't want more).
And so many LD is absolute waste, especially for Earth. You're going to defend Terra for the Emperor, right?
T1s are mostly safe
No, you want a refueling station. Ship building should be done at Lagrange points as Earth orbit stations are susceptible to being flipped away from your control by other councilors.
up to year 2037 the only hijacked station was on Luna orbit
Though I wouldn't suggest ignoring the risk.
Except - you'd forget to max your loyality & using Loyality monitors
actually difficulty scale with Marines presents as well. and as long as you have high MC points, agents rarely ever switch your stations.
in my game i have over 10 stations in orbit, and only lost 1 when i went over MC for a few months. and i'm in 2036 now.
so to be on the safe side when you build them, add at least 1 Layer defense, and 1 marines barrack, i like marines barrack anyways because you get passive special action resources (+5 at t1) so you can always do spec ops missions maxed out to make sure you achieve your goals.
at T2 add a Farm.
then you can field it to the brim with labs, just don't put skunk works in there. or everyone will steal your techs.
but i would say
Life good early, gives the +1 bonus when you try to persuade. up to +9, makes missions both much easier, and achieve better population switch to your cause. so makes early game super easy to switch countries to your side.
Material science, good for the military development bonus points, keeps your armies ahead everyone with this.
Social/Xeno/Info also decent, you get a TONS of social projects, and its also the cheapest to run, 1 power + 3 labs. so easy to stack. Xeno for obvious alien detection reasons, but Xeno techs aren't too many except Faction special projects, Information good, as the Information techs are all pretty powerful, and required to unlock some of the better stuff.
Military lab .. is 'meh" i would say, the passive bonus for armies on the globe doesn't feel worth it, when material labs let you scale that number faster than military labs.
Energy labs also not worth it i feel, you don't really need economy in this game lol, takes way too long for a country to progress it's GDP to get points. you're usually better off making all your place into low inequality, and stable area, and just make them pump Funds/space progress.
and your bigger countries (EU/Russia/China/USA) are better left with at least 50%+ in military anyways.
for EU/USA its something like 50% armies, 10% funding, 20% welfare/knowledge, and you make smaller countries pop you an army before absorbing them.
you keep 1-2 countries (regardless of which bigger nation you pick) just pumping you Boost early up to +20-30 before absorbing then switching them to Space coms. and you only absorb when they are filled with coms. and switch production to another country.