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Where do you have colonies/stations? Do you own all/most habs on the Moon, Mars or Mercury?
What's your power availability?
Earth interface, of course you'll want all those research centers that boost your investments, research speed and councilor mission strength. Three of each (of the max tier) will max out your useful bonuses. You'll also want 6 Nanofacturing complexes in Earth interface orbits and 15 Media Centers, if you have room. A few hospitals and hotels will be very useful, too.
The residential buildings are probably most useful for boosting the population of Mars, but I'm not sure what you get for increasing the colonists' numbers to 50,000.
Since there's so much solar power available on Mercury you can easily spam Nanofacturing, universities and Command Centers to augment your money, research or mission control as needed.
How many marine barracks, shipyards and Battlestations you need is all dependent on your play style.
The moon I just grabbed the two best sites and that's it, but I've got most of Mars. I haven't done the Mercury research yet so no bases there. I did manage to get tier 3 Solar and Fusion researched. My Earth Interface rings are in good shape. I was mostly looking for good templates to upgrade some on Mars and slap down on Mercury and Jupiter when I get there.
4.29 has bugs should not be used.
4.32 You can not build research institutions at Mercury.
And a few others have changed.
4.32 is in beta but is the current ver.
4.29 is the current released ver but again has bugs.
4.26 is a roll back. Should be used if you can not get 4.32
I got the game about two weeks ago and I don't have access to it right now so I don't know what the exact version is.
You should also have LOE templates, preferably for all station tiers.
Do keep in mind that while stations are going to be attacked and destroyed, the opportunity cost of filling them with defensive modules is worth considering. You could simply have a single PD and then entrust their defense to a patrol fleet as to maximize the productivity out of each station.
Other than that I don't think there is a "right" way to build your exo-LEO habs. Generally having one nanofactory and one skunkworks for the positive random event choices, then enough farms to negate or near-negate water/volatiles use is helpful, and from there it just varies.
I'm more likely to add defensive modules to remote habs because I can't protect them with fleets, and they'll push the aliens to attacking other places. But even one PDA helps to avoid the negative consequences of the debris strike events for space habs. Likewise very important stations like shipyards would get defensive modules. I might put an admin center on exceptionally productive mining sites. Mercury is a good place for larger amounts of nanofactories because of the ample energy production and they aren't restricted by population and aren't as expensive to build. I rarely build MC buildings since it is so much easier to get it from Earth, but you could if you have ample money.
The point is while you can define templates for "research rings" or whatnot, a one-size-fits-all approach makes less sense to me than just building what you need wherever makes the most sense and adapting to conditions at that particular solar body.
So power hungry modules are best built at Mercury if they are allowed at Mercury in the ver you are playing. Also pay attention to modules that have to be in a certain orbit to provide a bonus you may want. Because orbits can fill up quick. At Earth fusion generators produce more power than solar does. And last some modules have to be built at Earth will only function there. So build your list and then figure out what to build where. And when you max out tier 3 bases they will absorb a lot of money to maintain them. So you will need a fair bit of money making modules as well to supplement your income. Most of those are best built at Mercury. But not all like a hospital has to be built at Earth. Then some of the modules also use up boost to operate them. So it requires a bit of re-balancing your economy to get it all up and running.
But the payoff is in how many modules you can place on an orbital at Mercury vs how many orbitals you need to build to support the same number of modules at Earth vs how many mission control points can you spare. You do understand that I hope.
Your reply makes me think this never occurred to you.
Further now that you are building more orbitals your upkeep money cost has risen and now you need more money producing modules to support the expansion. So now you need to build more orbitals with money modules and use up even more MC. And all of this new construction is burning up more minerals as well. So yep I totally do not get the mineral connection at all.
Aside from that LEO 1-2 should obviously have a sufficient amount of the buildings that provide earth bonuses.
Defensive modules are rather bad at actually defending against Aliens until you get to the later techs, especially battlestations and laser techs.
And even then can obviously still defeated with large enough numbers.
They can still scare them away from actually coming and attacking though.
But I´d argue their real strength is preventing tiny enemy faction fleets from sniping undefended stations or bases.
Making templates can be helpful to cut down on Micro, but be careful because:
-Solar Power depends on the spot you´re using it. It´s awesome at Mercury, still great at Venus and sufficient at Earth, but with Fusion I would change to using Fusion for Earth.
Also don´t use it in an L2 Lagrange Point.
-The energy used by the Mine varies, with heavier space objects needing a bit more power (reflecting that you need more power to send those resources into space). This could potentially have the same layout have enough power in one place, but slightly not enough in another place.