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1. Anchorages + logistics for max fleet capacity (place anywhere really)
2. Trading hub + offworld company + black site (for colonised systems)
3. Bastion (all weapon/combat auras)
4. Shipyard (any location near the frontline, you can get away with a relatively small one with 2 slots)
Border stations are armed to teeth; twin cannons, missiles and hangar modules, buildings; range +50%, fire rate 10%, communication jammer and 8 extra defense platforms, these I guard my outer border with.
Economy are energy makers, 6 trade hub modules, buildings; black site, offworld trade and a silo, ideally at center of my empire.
Pop cap's are just citadels with anchorages and energy hubs (if a colonized planet in system), and the fleet command building.
Shipyard is the home system citadel, titan building, colossus (if taking it), nothing but shipyards on it on late game.
Homeworld Shipyard
- 3x Shipyards, 1x Trade Port, 2x Anchorages
- Offword Trade, Resorce Silo (May vary), Fleet Logistics, Titan Construction
Anchorages
- 2x Trade Ports (if planet present otherwise more anchorages), Rest are Anchorages
- Resorce Silo, Fleet Logistics
Frontier Fortress
- 1x Shipyard/Anchorage, 3x Guns, 1x Missle, 1x Hanger
- Range booster, Communications Jammer, Crew Quarters, Supercomputer (Rare tech +8 platforms)
The Shipyard & Crew Quarters on the frontier fortress is primarily there so reinforcments & fleet upgrades don't have to fly away from the front lines (especially with my games hyperlane layout) to upgrade. Also facilitates repairing the fleet stationed there. If i don't have a permenant fleet stationed there then I use an Anchorage & Fleet Logistics
For Platforms I use
- 5x PD/Missile Bases
- 15x Dual L Mount Bases
- 1x Ion Cannon (assuming I have the Supercomputer. Darn thing uses 8 slots)
EDIT: And i still pick up Habitat Construction as an Ascension Perk to cover the Energy Maintanence requirements. Works way better than spamming economy only stations :P
Buildings:
I usually don't build defensive starbases, and instead rely on offensive strength. (Militarist + Rushing Supremacy, etc.)
Build a starbase in a system with an enclave in it.
Deal with the enclave since you have a +50% aproval, then go into diplomatic screen with the enclave, there is a new option to ask them about the art college or think tank (might be you need to have a starbase in their system already), after they agreed to that (they always do with 50% aprov) you can build the building in your starbase.
Bastions on borders are easy - max weaponry (early game missile batteries once you research torps, late game gunnery slots once you research all guns to V and plasma to III), best auras (50% range, -20% enemy speed and disengage, 10% fire rate, 8 more def platforms)
Trade hubs are easy - max Trade, Offworld trading company, Black site if on colonized system, something else if on Trader enclave, last slot hydroponics or resource silo or Defense supercomp if you feel paranoid and want more defenses.
Now, Anchorages best go into Black holes, Curator and Artisan systems, max Anchorages + naval office + special buildings for system (observatory/curator tank/ etc). No real need to upgrade to max once you filled 6 Arnchorages in.
That's all there is to it.