Questions:
- Well, possibly... But all the in-progress games are under significantly different versions of the mod.
The school of design gives you a mostly formulaic scheme for the units, and runs through the core of the ship design.
***See below for comments which delve into design issues.
- The resource ratio is hard to say... Early on your ships will cost about 4:1:2. However your facility build costs are all organics, so they are about as important as minerals.
Mid game, your rads cost will start to rocket upwards as your technology pushes into the high energy magic range, and they will become your limiting factor.
- CBmod has fewer hulls than stock, but even if it had more, there would be no problem.
- The normal colony module is available to races with the corresponding "Natives" trait. It is decent.
The Primitive colony module is available to anyone at tech level 2. It sucks bad, but will make a colony if you get it there.
The advanced colony is available at level 2 to the "Native" race. It is cheaper, smaller, better.
Comments:
- "Show only latest" is the key here
There are really only a handful of missile types, ranging from anti-missile to anti-fighter to anti-ship and anti-planet.
Right-click to see the target types and description in game; it should be obvious from that what the purpose of the missile is.
- Note that conditions won't actually decrease due to facilities... but excessive pollution will make random and attack damage very hard to undo.
- Indeed. Mounts are critical on every weapon (20cm...100cm), even missiles (tube/rack). And armor(20cm-60cm+).
- QNP... not really. Its more like anti-QNP. The school of design lays the propulsion angle out very nicely. Add a drive reactor, and enough engine ports to go speed 1. Then add backup ports. Try to have 5-10 engine ports, so you don't lose everything to one unlucky hit.
- Don't worry too much about shields. They are a finesse thing. Bulking up on armor for hitpoints will keep you going in a slugfest. One shield generator is probably plenty for most ships. Standoff bombardment craft don't need any, and close-attack anti-fighter ships may need two or three. But without armor, shields are useless.
- Check the game settings, to see if intel is enabled.
Also, note that there are beneficial intel projects too. The under-the-table resource gift, the exchange officers, etc.
- Plagues aren't actually that common. They're quite expensive to throw, and once the enemy has a system medical facility, new plagues last less than one turn (they kill a few people, but are cured right away).
The trick is using them if the enemy has no medicine... or to force them to divert resources towards medicine instead of the war effort.
- Oh, certainly. Unless you are a Disposable society or a preservationist, salvage and repairs will be a big part of the war. (Disposables *can't* repair, and preservationists get double-repair)
You will definitely need to build repair yards, and repair priorities are important. You do *NOT* want to waste your precious repair points fixing 20% damage to armor, if you could just hammer the engine ports back into shape and send the ship back into battle.
Oh, and don't be surprised if you end up with 30% of your navy queued up in spacedock for repairs after a series of skirmishes. You should basically consider those repair yards as being a second spaceyard, which produces experienced ships instead of green ones
- Supply is definitely an issue. Take note of the fact that the energy weapons use ZERO supplies, but cost lots of radioactives. The projectile weapons are dirt cheap, but use supply, and the missiles are even more so.