An important note for the trading stuff is that it also uses stargates for the collection range, so one star base maxed out on this can potentially cover your entire empire
The torpedo, hangar and specifically gun batteries are very powerful. they add a lot of modules to the main body of the starbase and in combination with unyielding and eternal vigilance they make your starbases the CHEAPEST and strongest way to defend your empire. especially lategame you want to change almost all anchorages to gunbatteries, hangars, torpedos. if you have enough space to build fortress habitats at least.
Well, about those shipyards. 10 full station shipyards ( plus the mega shipyard and you can out produce any threat in the game. I managed this before mid game with fleets of 200k+ power. For the end game all my fleets exceeded 500k (18 fleets) with over 30 shipyards on stations and the mega shipyard. I can produce entire fleets in one go.
I have changed my strategy a little since that vi was uploaded. I actually use multiple shipyards but i keep them near my capitol. I guess it just depends on what you need. What you do is definitely a valid approach for certain issues such as a crisis for example. It might actually be good to do that strategy later in preparation. Or when you know your about to fight galactic war for example and your the crisis. that happened to me the other day. This would prob be good to do if you have alot of starbases like 30+. thanks for the input!
Deep Space Black Site effect translates to 3% trade value and resources from jobs on colonies in the system if your stability isn't so high that the bonus is wasted. Crew quarters etc only work on docked ships, not any ship in the system.
Hangars reduce piracy. Having one on every base spread out well will outright remove piracy. You can use ships for this, but I find that wasteful and annoying to manage.
Gun batteries and missile batteries also reduce piracy, but hangers reduce it twice as much. Also, weapon modules (all 3 types) grant 10% bonus armor and hull per module.
@@El_Presidente_5337 Another fun fact: Ancient Ramparts + hangar platforms are better than hangar modules even without the archeo tech perk, with the caveat that hangar platforms are much easier to destroy. The ramparts add more defense platform capacity than hangar modules iirc.
5:43 Hello confused new player. The tutorial man accidentally marked the hydrobonic bays instead of the naval logistic office, which is one to the right.
I like to go through each system one sector at a time, add 1/2 long range/sc & 1/2 med/pd weapon platforms to each base that is not upgraded. Making any future enemy fight for every square inch if I am invaded. It might not kill their fleets but it does slow them down & softens them up some.
I do build 1 shipyard on starbases by a potential enemy if it's far from home construction starbase or another full on a heavily armed gate base (for easy retreat, upgrade and repair).
A guide that would interesting would be "how much bureaucrats is enough" unless you unity rush tech tends to take priority so some tips as to when and where build administrative buildings
@@volairen something i tend to do is to give planets sub-specialisations. Like when i have my forge wold set up i tun my capital into a "tech world". Basically i turn it into a factory capital but building that improve scientists take priority over those that improve artisans. While neither the tech capital or the factory capital designations are very good due to a lack of bonus in production, the factory capital designation turns all metallurgist into artisans. That means whenever my consumer goods production is about to be lower than cunsumption i can just build an industrial district and solve the issue, organically increasing my production without over-producing. But otherwise i build research labs, reserch institute and the research orbital building first. Unlike consumer goods tech is a ressource that should be produced as much as the economy can support so it's ok if consumer goods production is a little less efficient than it could be i think. I tend to do the same with unity. I pick a planet and decide to not build any rare ressource production building on it. Instead i alternate between building a district and building an administrative building on that planet. The building that improve the ressource production of whatever the planet produce take priority over buildings that improve unity production. It makes unity production less efficient but it's still a generous amount. I generally do that on energy or mineral planets because while you want those as much as you can, you don't want those as much as you want alloy or tech. I do those half-specialisations because not only it allow me to grow my consumer goods production organically like i said, but it allow me to focus all but one the building slots into one ressource which benefits from buildings that increase ressource production (barring those used for amenity, pop building and planetary capitla of course). What do you think ?
It looks like interesting and solid advice all around. Though throwing in some hangar bays (or gun/torp batteries if you don't have hangars yet) for trade protection if you're on a trade build deserves a mention, I think. So a trade starbase for me would look like just enough trade hubs to hit all feasible loose trade value, with the rest filled with hangars. Also, didn't they alter how automatic resettlement works? To my knowledge, any unemployed pops without restricted movement rights will automatically resettle as long as there's a job elsewhere for them to take (with such unemployed pops indicated by the amber briefcase icon in the outliner). Currently, the transit hub should only matter for things like slaves and robots in case you didn't feel like building a slave processing center. If I'm misreading that, please correct me; I don't want to stay wrong.
Very useful info! Just a little editing feedback, repeating the same transition repeatedly, especially a fast zoom like you have, can make it a bit unpleasant to watch at times. Jump cuts are acceptable to use, and maybe slow down your transitions a bit. Maybe fade between clips that are on the same menu? Just a few suggestions!
Thank you for the feedback. It's a tough decision. I find it harder to notice the text without transitions. And it gets pretty boring without the movement transitions provide. Then again not everyone will like the transitions I use. So yeah I'll look into it and see what I can do. Can't promise anything though.
An important note for the trading stuff is that it also uses stargates for the collection range, so one star base maxed out on this can potentially cover your entire empire
The torpedo, hangar and specifically gun batteries are very powerful. they add a lot of modules to the main body of the starbase and in combination with unyielding and eternal vigilance they make your starbases the CHEAPEST and strongest way to defend your empire. especially lategame you want to change almost all anchorages to gunbatteries, hangars, torpedos. if you have enough space to build fortress habitats at least.
Well, about those shipyards. 10 full station shipyards ( plus the mega shipyard and you can out produce any threat in the game.
I managed this before mid game with fleets of 200k+ power. For the end game all my fleets exceeded 500k (18 fleets) with over 30 shipyards on stations and the mega shipyard. I can produce entire fleets in one go.
I have changed my strategy a little since that vi was uploaded. I actually use multiple shipyards but i keep them near my capitol. I guess it just depends on what you need. What you do is definitely a valid approach for certain issues such as a crisis for example. It might actually be good to do that strategy later in preparation. Or when you know your about to fight galactic war for example and your the crisis. that happened to me the other day. This would prob be good to do if you have alot of starbases like 30+. thanks for the input!
Deep Space Black Site effect translates to 3% trade value and resources from jobs on colonies in the system if your stability isn't so high that the bonus is wasted. Crew quarters etc only work on docked ships, not any ship in the system.
Hangars reduce piracy. Having one on every base spread out well will outright remove piracy. You can use ships for this, but I find that wasteful and annoying to manage.
Gun batteries and missile batteries also reduce piracy, but hangers reduce it twice as much. Also, weapon modules (all 3 types) grant 10% bonus armor and hull per module.
@@owenmcgee891
I didn't know that after 1800 hours of playtime, huh.
@@El_Presidente_5337 Another fun fact: Ancient Ramparts + hangar platforms are better than hangar modules even without the archeo tech perk, with the caveat that hangar platforms are much easier to destroy. The ramparts add more defense platform capacity than hangar modules iirc.
5:43
Hello confused new player.
The tutorial man accidentally marked the hydrobonic bays instead of the naval logistic office, which is one to the right.
Topic suggestion for future video: Relic Worlds - best way to develop/build them up. What should they be used for?
Could do a short on them in the future. Can't promise when though.
I like to go through each system one sector at a time, add 1/2 long range/sc & 1/2 med/pd weapon platforms to each base that is not upgraded. Making any future enemy fight for every square inch if I am invaded. It might not kill their fleets but it does slow them down & softens them up some.
Great video, thanks a lot!
Your welcome thanks for the comment!
I do build 1 shipyard on starbases by a potential enemy if it's far from home construction starbase or another full on a heavily armed gate base (for easy retreat, upgrade and repair).
Find transit hubs very useful to reduce micromanagement
Yeah me too. I used to build shipyards far from capital but I realized that I could just use hyper lanes to run acrossed my empire.
A guide that would interesting would be "how much bureaucrats is enough" unless you unity rush tech tends to take priority so some tips as to when and where build administrative buildings
Yeah I may do that in the future.
@@volairen something i tend to do is to give planets sub-specialisations. Like when i have my forge wold set up i tun my capital into a "tech world". Basically i turn it into a factory capital but building that improve scientists take priority over those that improve artisans. While neither the tech capital or the factory capital designations are very good due to a lack of bonus in production, the factory capital designation turns all metallurgist into artisans. That means whenever my consumer goods production is about to be lower than cunsumption i can just build an industrial district and solve the issue, organically increasing my production without over-producing. But otherwise i build research labs, reserch institute and the research orbital building first. Unlike consumer goods tech is a ressource that should be produced as much as the economy can support so it's ok if consumer goods production is a little less efficient than it could be i think.
I tend to do the same with unity. I pick a planet and decide to not build any rare ressource production building on it. Instead i alternate between building a district and building an administrative building on that planet. The building that improve the ressource production of whatever the planet produce take priority over buildings that improve unity production. It makes unity production less efficient but it's still a generous amount. I generally do that on energy or mineral planets because while you want those as much as you can, you don't want those as much as you want alloy or tech.
I do those half-specialisations because not only it allow me to grow my consumer goods production organically like i said, but it allow me to focus all but one the building slots into one ressource which benefits from buildings that increase ressource production (barring those used for amenity, pop building and planetary capitla of course).
What do you think ?
It looks like interesting and solid advice all around. Though throwing in some hangar bays (or gun/torp batteries if you don't have hangars yet) for trade protection if you're on a trade build deserves a mention, I think. So a trade starbase for me would look like just enough trade hubs to hit all feasible loose trade value, with the rest filled with hangars.
Also, didn't they alter how automatic resettlement works? To my knowledge, any unemployed pops without restricted movement rights will automatically resettle as long as there's a job elsewhere for them to take (with such unemployed pops indicated by the amber briefcase icon in the outliner). Currently, the transit hub should only matter for things like slaves and robots in case you didn't feel like building a slave processing center. If I'm misreading that, please correct me; I don't want to stay wrong.
Very useful info!
Just a little editing feedback, repeating the same transition repeatedly, especially a fast zoom like you have, can make it a bit unpleasant to watch at times. Jump cuts are acceptable to use, and maybe slow down your transitions a bit. Maybe fade between clips that are on the same menu?
Just a few suggestions!
Thank you for the feedback. It's a tough decision. I find it harder to notice the text without transitions. And it gets pretty boring without the movement transitions provide. Then again not everyone will like the transitions I use. So yeah I'll look into it and see what I can do. Can't promise anything though.
Does anyone know why I lose half my fleet when I run out of rare crystals even tho I have 2-3k?