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You should have shipyards around every other major body you inhabit, including Earth, because your defensive ships should be built in orbit around that body and never go anywhere else.
What is the role of your first ship? Colony ship? Space Science Lab? Intercepting enemy Surveillance mission (aka killing your first alien ship)? Defending your assets against aliens? Attacking alien bases & colony ships in Main Belt? Marines for assaulting enemy bases?
All those examples are ships I'm building myself in early game (up to 2027~).
You'll need to have your mines producing an income on all space resources before trying to build your first ship. Trying to pay for components of a ship with boost just slows down your ability to put up your first mines.
For your first ships, you'll want a weapon of some sort, usually missiles/torpedoes. If you are playing on 0.4.47 or later (currently validation or experimental), I'm a fan of missiles (Viper is ideal, Riverjack or Copperhead is ok). For older patchs, athena torpedoes can work well.
You'll want a targeting computer on the ship. Missile ships also like magazines.
The drive/reactor can be whatever form of solid/molten/gas core fission you have at the time. Same thing with radiator/batteries.
As a defensive combat ship, it will not be leaving the orbit it started in. As such, 5 to 7 kps deltaV is enough.
Some nose armor is good, but don't bother with side armor at this point. 4 points is enough to tank 256 orange cannons down to 600km.
If you have any of the following, you'll probably want a heat sink of some sort in a utility slot
Laser point defense or ion point defense
Any damage dealing laser
Any railgun or coilgun
No, radiator should be at least Cobalt Dust (read: any radiator with Low or even better Very Low combat durability) or you may not bother with armoring at all.
Well, my campaign had started on 0.4.51. Since it I'd met a single (ONE) alien ship armed with 256 Orange. While 7 types armed with 256 Violet and 10 types armed with 512+ Violet.
But of course early it isn't going that you can afford a lot of armor.
Actually no. You want heat sink for a ship that will undergoing a prolonged beating.
Ships you're placing into center of formation? Sure, eventually they will like it.
Attacking fleet? Definitely.
Laser Lancers that placed at flanks to deal with flankers? Actually could make with just a Tin Droplet / Lithium Spray (especially if you're accelerating your central "tanks" just a bit to make sure they will get the most of attention).
For early game combat, you won't have expensive research into 'very low vulnerability' radiators that reduce the chance of being hit in the radiator down to 1% per incoming shot. As such, for ships with heat producing weapons, unless you want it going down from being plinked by a 64 cm laser, put on a heat sink and hit the 'retract radiators' button. Early combat will not last long enough to fill up the heat sink.
Cobalt Dust are 5k RP, not very expensive.
In early combat you simply can't afford a Heatsink, they're way too heavy while you still don't have enough armor for gaining anything from a Heatsink.
Just a personal experience: I used PD Escorts with 10+ nose armor to tank enemy fire while my missiles are doing the job since ~27 and until ~32. No one of them had died due to radiators hit.
Why do you ask basically the same question in the third thread when you were answered in the previous two? Are you even reading answers or bother to click a provided link?
I usually go Earth L1 or L2, Venus or Mercury or both maybe. Sometimes I do Mars too for fun. The main goal is to be able to build a fleet in a reasonable amount of time where it is needed. Some large ships take a very long time.
Also depending on drive tech, like others mentioned, you might want a shipyard where ever you want a defensive fleet.
Another option is to build resupply bases for your fleets to travel to and hang out at in areas you want to defend if you do not want a shipyard.
So in past I have built a main shipyard on Earth and Mercury and then put resupply bases on Mars and Venus so I could station a fleet there but not have to pay the upkeep costs for another shipyard.
Of course Jupiter makes a good spot for another one once you can defend the station later in the game.
With yet another (c) Campus nerf - I no longer feeling that slots on my minor bases are THAT competitive (c'mon Supply module is pretty good when compared with something like 12 RP), and I prefer to keep my shipyards concentrated mostly to avoid mistakes like ordering a part of new fleet on wrong shipyard.
Putting a shipyard at Luna is basically pointless. Earth is where you want to stage, if only so you don't need to move your fleets there everytime the aliens decide to try to move in.
If you do the "turtle" strategy and delay fighting until the late-game (which makes your campaign sooo much protracted) then perhaps it's true - if you fight early and try to expand as fast as possible it's certainly false because you don't have tech to be at your distant possessions before the Aliens when they decide it's time to attack them and fleets are by far the best way to defend them at any stage of the game.
Luna research/financial sphere is worth building and defending - LEO+Earth alone is not enough to develop fast and habs around Luna are more concentrated in space than habs outside Earth Intermediate Orbit so they are easier to defend with small low-tech fleets stationing in the vicinity.