Re: Help a N00b with Space Bases
Quick question tesco: why put a Satellite- or Mine-launcher on a base orbiting a planet? Planets can launch a near-infinite number of Satellites or Mines every turn. I'm just thinking that I'm missing something in your plan.
Repair Bases are Grreat! Any time you're doing the retroseries thing you want a few of these around. They are quick to build, can be mothballed when not necessary, and are fairly cheap to unmothball.
Throwing population into a Cold Storage base is only something you'd only want to do after you've confessed that you are a micro-manager. That said it's usually a may to recover from a mistake, mistakes like "why did I leave that non-breather population there" or "why have I let population get all the way to the max on this world" or even "why, oh why, did I forget I was at war with half the people on this world". I use them.
Remember to never mothball your Last Ship Yard Base at a remote location.
When I first started playing I shunned the Ship Yard component because it was so much slower than the Facility. But once you have five or six of those babies going at once you see their value. Then you get twenty-three of them going, cracking out hollow, basic hulls and retroseries those into a war fleet with your seventeen Repair Bases.
When using Ship Yard bases it's a good idea to name them after the planet they orbit, that way you can tell where they are when you open the Construction Queues window (F7), and sort by name. I name mine something like "Errul II Alpha Ship Yard" or sometimes just "Errul II A" depending on how many moons Errul II has.
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