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By counting. There is no easy way to see at a glance.
Argh
Super grand lesson in micromanagement
But I can't stop!
5 city districts. plus all colony center upgrades, plus all build slot technologies
Then again I keep my domain managable size... I'm not like the others who insist on painting the galaxy in their dull choice of color.
I always had a thing about wanting ALL the systems
But that's the thing you can often play a game like you're saying.
Is it like trade hubs can take more trade capacity jumping over systems or something?
As for starbase combat I generally only need a couple starbase as the choke point military and the rest for trade.
As for your question op about city district there is two strategy.
1. Count them. Its not hard to count, what you do is mouse over capital building and note its level or build slot amount. Than check whether you unlocked the techs that give more district, I think you can get two techs like this if I'm not mistaken. Then count up your city districts. And lastly if you have civics that give you building slots from the other districts count up those districts.
There might be world modifiers that effect building slot, but I know machine worlds, hive worlds, and eccumonopolis will have all building slots empty. Eccumonopolis pairs very good with slavery as slavery reduces the housing need and can convert all the housing district not unlocking buildings to industrial.
2. Always leave the last slot empty and use it to determine if a world can take more. Extremely effective but you lose the potential of min-maxing a building on the last slot by doing this. Which is why more experienced players prefer method 1. They already remember the numbers off the top of their head.
It might not matter whether you use method 2 if you can't fill the jobs anyway due to slowed growth on an expansive empire. I used method 2 myself until my brain grew big enough to use method 1.
It sucks that I have to do it that way, instad of being able to see directly in the user interface how many excess City Districts I have, but it works.
Trade Hubs collect trade and send it down the trade routes to your capital.
Hangar bays protect trade, cutting down piracy without needing to patrol the area with fleets.
(Technically all weapon parts on the starbase protect trade, but Hangars provide the most protection, and also increase the area that gets protected)
Well, the Trade Hub modules have a trade collection range of +1. The registrar building gives another +1, and mercantile traditions yet another +1.
So a single trade hub starbase at fortress level can collect all trade 8 jumps from your capital, which is HUGE. Two sectors in every direction.
While the weapon modules only add trade protection with a max range of 6, and the protection is only a the amount of trade which won't trigger piracy. So it doesn't really do anything on routes with thousands of trade. However the hangars add double the protection of the other weapons, so you only build those.
Collecting trade via collection range does not cause piracy, so you just avoid building starbases on top of (or next to) planets, UNLESS they all connect in one line to your capital trade hub.
You can also re-route the trade lanes, click on the <--> icon on the bottom left, then select any starbase and right-click where it should send its trade value to.
And it gets even better when you get gateways, because a single gateway on top of your capital trade hub, and a gateway every 16 jumps distance, collects all trade from the galaxy.
This works because trade collection projects through gateways in the same way as trade protection does.
As for breaking up trade lines not to form one big line, also interesting concept. That particular strategy would benefit from the capital being near center of the galaxy. So that you can maximise the paths while also minimising the length of path.
Perhaps even a combo of the two where you have a trade starbase and a hanger starbase surrounding to extend range. Calculated right while not having planets to big for trade value and could effectively convert what would be more trade hubs into military hubs. Might be able to reduce the needed amount of trade starbase mid game from 10 to 4 with 6 hanger support starbase.
Glad you brought up the registrar. Originally, when you researched Hyperdrive II you got it. This time I didn't get it until I researched jump drives and I'm not even sure that was it. I was looking for it in the research screen but didn't see it. What tech is it now?
Lets say you have exactly +100% science cost penalty. This tech will show as 16000.
Not sure why they changed it, balancing or something
I'm supposing the player is making attempts to boost the trade range.
The other use for starbase not as chokepoint (which you won't need more than a couple anyway), is mass shipyard buildings ports. Using starbase in this way lets you store more of your alloy, saving alloy and energy upkeep until you do a massive build cue when you need the ships the most.
This strategy is best elevated farther by making the ship building ports clustered together for easy ship regroup. Imagine on left side of empire you have 5 clustered ship building starbase, and on right of empire another cluster of 5.
This is especially prevalent if you become the crisis as you can easily outproduce ships to your income with enough shipyards. So being more conservative is useful. Some really ridiculous strong builds in this game if you stack the dlc.