I. Depends on what tech you have, whether its your first colony in the system, your strategy...
- Resupply base
- Space yard
- Space port
probably isn't too shabby a pick for the first planet in a system at low tech (at higher tech, 'atmosphere converter' is probably a Good Idea for non-breathables). You need the resupply base to keep increasing the effective range of your fleet, the yard may be helpful to build more ships or to repair them, the port isn't too critical unless you habitually forget spaceports (one per system for most races).
II. a) More colonies.
b) the 'Space Yard' ship component, which fits on not-terribly-small ships, and space stations.
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VI. Hrmmm. Generalities in no particular order...
- Take the time to customize your race with a particular strategic plan. Plan on building lots of ships? Maybe reduce your maintenance costs. Want to use Organic tech? Maybe you'll want to boost organic production, as well. And so forth.
Note that this might be less of a good idea in multi, because as soon as First Contact is made, they can see your traits and might be able to guess what you're up to. A race that's very, very tailored for warmongering might just be screaming "Kill me before I betray you!" to everybody else.
- You want to colonize more systems to form a buffer zone. The galaxy is a graph; you are safer if your more valuable systems cannot be reached by hostiles without going through multiple layers of your less-valuable systems. A fleet that Last turn stopped right at a warp point, might have a LOT of movement points left when it emerges on your side -- enough to strike multiple planets, even, depending on the map.
- For a ship, there's almost NEVER a reason to use fewer than the maximum number of engines. The AI probably will, and you don't want to hand its ships a speed advantage.
- Master Computers are NICE -- after a point they save space, and are immune to certain psychic weaponry -- but very expensive. Use with care.
- Colony pods can use cargo bays to hold additional colonists. Carriers can use 'em to hold more fighters. Mine layers can use 'em... well, you get the picture.
- Design your ships with an eye on the other races, as well. Some may strongly emphasize missiles, in which case you need point-defense; some may emphasize beams; and so forth.
- Don't forget mundane utility ships, for tasks such as repair, resupply, shuttling population, laying mines, and so forth.
- Minefields at warp points are a very, very cheap defense.
- The best defense is having powerful fleets stompin' around so much that your opponents don't have the guts or the time to enter your space.
Failing that, mines can cut off warp points pretty well, and roaming fleets can intercept anybody that gets in.
- It is better to take a planet by demanding tribute or surrender than by bombarding and invading; you get more surviving colonists and intact facilities. Colonists that can breathe another atmosphere are VERY useful to you.
- A planet, even one without a shipyard and at max facilities, can still be useful. Maybe you could use more mines, fighters or other units.
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-- The thing that goes bump in the night