I thought space stations on energy resources didn't cost energy. Only those on research or minerals cost 1 energy per station.
I thought space stations on energy resources didn't cost energy. Only those on research or minerals cost 1 energy per station.
I've been having the problem in my games of if i don't get more than 5 colonies by the twenty or thirty year mark and keep expanding I start to fall behind the other empires. Typically, falling behind means gap between the Fleet Cap of the AI and my own is much larger.They also have a nasty habit of building at least lvl 2 or 3 (1.4k) starports on every planet. Which, I understand because those are essential to stopping early game fleet rushes and I generally enjoy they can do such a thing.
Once I start to come into contact with other empires colonies ( Normal difficulty, Medium Galaxy 600 stars, for the sake of my old computer, 18-20 AI with 100% on the planet slider) gets scarce pretty quickly. So, without room to grow and no fleet to enforce an expansion the game sort of devolves into waiting until someone declares war on each other and a big brawl (considering the frequency of defensive pacts and such) ensues that I can take advantage of. I'm just not sure of how to counteract this if the AI gets 14 Destroyers and 45 corvettes compared to my 8 and 36 (and I'm almost positive the AI is not afraid to abuse the fleet cap at this difficulty if it has the economy). Cruisers aren't really the solution to that either as I've tried and the numbers of the AI will still make up the difference. I've tried.
I'm enjoy playing a Fanatic Militarist Xenophobe Despotic Empire (so friends are scarce or will be rivals if they're like me eventually) and prefer to build up colonies (getting tier 2 mining and power plants) before expansion pushes because I can't afford otherwise. Not to mention the tech cost increase with each colony and that my energy output can't sustain the maintenance of such starports AND a fleet of decent size. That or minerals disappear quicker than i can replace or afford to build up either of those to rival AI.
It seems to me that colony rushing (regardless of Tech cost increases) seems to be the way to go and if you get stuck this early you're just playing a waiting game until someone pounces on you. Does anyone have any tips that could help with this?
Granted, it could be my galaxy settings making it crowded and sparse as this used to be less of an issue back before the planetary slider was introduced (which i know the "old" planet settings is 200-250%). Though I can also see the issue maybe still persisting even adjusted.
You shouldn't get your buildings to level 2 (by which I presume Mining Network II and the like?). You will be using up valuable Minerals and Time which in the early game you have very little. I typically get 4 basic buildings (Basic Hydroponic Farm or Frontier Clinic, Basic Power Plant and Basic Mining Network) the save up for a colonyship and repeat.
I ran the "time for amortisation" myself. And I noticed that anything past Network I is highly ineffective.Might be my problem. Used to not do that and it was good, but I started to run into energy problems and mineral stations locations were sparse. I'll see if changing when I go to tier 2 helps any. Thanks.
I ran the "time for amortisation" myself. And I noticed that anything past Network I is highly ineffective.
A Basic Network costs 30 and produces 1. So 30 months to "pay themself off".
A Network 1 costs 60 and produce 2. So 30 months to "pay for themself".
If you upgrade from a Basic, it still costs 60 and only produces 1 more. So 60 months to pay for itself.
A Network 2 costs 90 to upgrade from a T1 and only brings +1 more then said T1. So it takes 90(!) months to pay for itself.
Interstingly Tile and Ajacency bonsues do not mater. You get them as well for a basic (T0) item, as from a T5. And in case of tile bonsues even if you do not have any building on it.
The only thing possibly worth upgrading high are the Capitol (it has to be there) and the Food production (after all a colony with 1 pop is still a 11% reserach penalty).
I think the problem is Your map size make colony rush a obligation. I only play With 12-16 empires on large 1000 star systems. If not you only get chance to get around 4-6 planets, and every other after that need to be conquered which severly limits you and takes away all the mid game colonization so you have to wait for terraforming late game for colonization to be a part of the game again.
I ran the "time for amortisation" myself. And I noticed that anything past Network I is highly ineffective.
A Basic Network costs 30 and produces 1. So 30 months to "pay themself off".
A Network 1 costs 60 and produce 2. So 30 months to "pay for themself".
If you upgrade from a Basic, it still costs 60 and only produces 1 more. So 60 months to pay for itself.
A Network 2 costs 90 to upgrade from a T1 and only brings +1 more then said T1. So it takes 90(!) months to pay for itself.
Interstingly Tile and Ajacency bonsues do not mater. You get them as well for a basic (T0) item, as from a T5. And in case of tile bonsues even if you do not have any building on it.
The only thing possibly worth upgrading high are the Capitol (it has to be there) and the Food production (after all a colony with 1 pop is still a 11% reserach penalty).
Your logic is simplified and flawed.
Generally, you want to be investing in whatever has the best ROI at any given time, that is true, but you have to keep investing even when the "most ideal" deals are off the table.
- All buildings require a pop to operate them. That pop requires food. Building basic farms with no tile bonus means you only feed the pop on the tile and nothing more.
- Food != energy != minerals.
- Stellaris is all about playing the long game
More importantly you can build T1 buildings without having the T0 buildings in place, so for those, you have to consider if you are expecting to keep that T0 building for a full 30 months, and also if there is anything else that might be worthwhile to invest in
Food is the most integral part of the "long game".
- All buildings require a pop to operate them. That pop requires food. Building basic farms with no tile bonus means you only feed the pop on the tile and nothing more.
- Food != energy != minerals.
- Stellaris is all about playing the long game
I was surprised myself, actually. Turned out I had been doing stuff rather wrong in the early game, going past T1 buildings so quickly.Thanks for the info. Definitely helps there. Didn't realize paying themselves off actually took so long.