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Once you've established an outpost on an asteroid belt, you will have access to 3 types of exploitation. Production, Research, or Trade. Research and Trade do not require freighters.
When you choose to establish a Production exploitation, it will use the freighter fleet automatically. The amount of freighter fleets you have available, and that you have in total, is tracked at the top of your galaxy screen to the right of your normal ship support points (SSP) and strategic resources.
Production asteroid exploitations are a great way to get bonus production over to a colony. They are especially nice for building up your new colonies as they give a flat bonus that is independent from the number of pops living on the planet.
Production exploitation is the only type of Asteroid outpost that requires a freighter fleet to operate.
You must have the freighter fleet available before the option to select production exploitation can be selected.
I dunno why that couldn't have been abstracted, like how trade doesn't need you to build ships, but eh
Or do you have a choice when establishing the asteroid as production type which colony will get the benefit if you have an existing trade fleet?
Or does is depend on location of the asteroid to the colony?
Marik
Once you set the asteroid field to production, click on the field showing production. Your colonies will appear on the left, click on the colony you want to receive the benefit. In other words, the benefit is received by a single colony (not system), per construction exploit, that you get to decide.
Thanks.. finally figured it out!
simple answer ...
the freighter fleet is not destroyed when a player loses an asteroid field during war
the freighter fleet can be used when such a field is retaken, or used elsewhere
freighter fleets do use ship support points
also, the freighter fleet start and stop points are tracked across the map
I like the way asteroid field production is handled
Marik
Actually you need to left-click on the "no exploits" blinking text at the asteroidfield to get to the menu where you can set what to do with the asteroid-field. I guess learning by doing/guessing is still part of the deal. But hey, compared to some of the other titles, this game has a very gentle learning-curve. I love it.
You can set colonies to emigration or immigration. This then affects the effective population growth by lowering it by the number of emigrated and raising it by the number of immigrated pops.
Beware though:
The effect is rather small and the number of ff needed increases with = [# of emigrating colonies] x [# number of immigrating colonies]
So it very quickly becomes too expensive in terms of upkeep for the ffs and micromanagement.
(This is another mechanic that I consider imbalanced and a worsening compared to the "original" straight forward MOO2 mechanic.)