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Pragmatic

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Shipyards, anchorages, and their complementary buildings to supplement them

Note that Soldier jobs add to Fleet Cap (+4 each, IIRC), about the same as an unaugmented anchorage. Mid- to late-game, you can push these onto habitats (which do best with small # of jobs per building). And, as an added bonus, you can put these into your border systems, with a planetary shield, and create a bulwark to give you time to bring up your forces.
 

Nakkivene

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I've seen it too, neighbouring empire 3 planets while I have 4, and I see that their planets suck -> 4x my fleet size. Like they had 80 ships when I drew my first fleet size upgrade tech.

I doubt they'll be able to re-build them when they crash it against the big bastion I have set up for this, though.
 

Sigma 582

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Also, check if you are losing any trade value due to piracy.
This button will open trade routes map mode and also will show list of your trade routes in a small window on the left. If shows trade value flowing through those routes, and % of it reaching your capital. You should see "100%" against each route, but if any of them show less than that, you can click it and see which systems have piracy making you lose money.

If there are any, you should either
  • patrol them (having military fleet with enough Piracy Suppression stat in a system reduces its Current Piracy every day) or
  • build stations with defensive modules nearby (each module increases protection value and protection range; for the system not to lose anything to piracy you want Protection in this system by nearby starbases to be greater than the system's Max Piracy which is 25% or current Trade Value flowing through the system).

upload_2018-12-24_13-20-43.png
 

Scribbit

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Your admin sprawl is insane. You've expanded to systems as fast as you could, but haven't kept up on tech and traditions, meaning that your empire has no way to support that sprawl.

If you want to keep playing this game, dismantle any starbases that you don't absolutely need, leaving only the ones near your center. You can keep blocking starbases if you want to retain control of a section of space.

But I'd suggest just starting a new game and not expanding so fast. You don't have to play tall, but you do have to moderate your expansion a lot more than you used to pre-2.2. About 30 over admin capacity is OK until you get to the end of your game, where you can really expand.

Edit: Also, a colonized planet is easily worth about 1.5 times its size in number of systems (so long as those systems have no very rare resources), while it only costs 2+districts in admin sprawl, as opposed to 2 admin for each system. So long as you're within or near your admin capacity, your research and unity can keep you pumping out tech and traditions at a rate that easily matches and overwhelms the AI.
 
Last edited:

Alriden

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I agree - the issue is your sprawl. You are actually producing good amount of energy and resources but your expenses are killing you.

Can you post your planets? Also just confirm that you are not using mods?

Suggestions:
- Dismantle starbases you don't need until you get around 110 to 120 percent of your sprawl. Below is even better. I actually try not to mine for any minerals that are two or less after my first 5 to 10 systems; the energy can be used more effectively elsewhere.
- Continue to focus specializing in mineral production and trade your excess minerals for energy on an ongoing basis.
- Tech and unity are key to increase your resource income throughout all phases of the game.

If it's a marauding empire attacking you, sit it out and rebuild once they've left. Don't sacrifice your existing fleet to defend.

Good luck!