Is my fleet power normal for the year?

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Tepacana

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Ok, so to sum up tips:

1: Soldier pops give you fleet power after a certain tech (also only 2? how many armies have you got to have? It would make more sense if they gave you naval cap but ok))
2: Get a solid alloy income. (I always try and keep it so I get +60 minerals per month and convert the rest to alloys, maybe I could eat into that more late game when minerals aren't as needed?)
3: Get an ecumenopolis to pay for the fleets (I assume you referred to energy credits).

Anything I missed?
 

Wolfgang I

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Outside of straight exploits there are a lot of ways to cook a map. The tech slider alone can change a lot for exampls. If you max. the number of empires you can conquer a lot of homeworlds in the early game if you focus on alloys from the start on. More primitives help too.
Market mechanics are broken and you can get infinite resource even by accident now while thinking your economy is awesome.
This makes comparing games difficult.

In the end you just need a lot of pops to make minerals and alloys. How you get them is not that important.
In you current game I think you could luck out soon once the AI starts losing worlds to the nanites. Refugess are awesome.
 

Belhedler

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1: Soldier pops give you fleet power after a certain tech (also only 2? how many armies have you got to have? It would make more sense if they gave you naval cap but ok))
About that I was thinking... isn't fortress world a better option for this soldiers use while keeping the ratio introduced earlier?
a) this makes you use either a well placed habitat or uninteresting colony (let's say 8-14 in size with poor resource districts) at a chokepoint (if you happen to have that of course)
b) in term of defense, the benefit is obvious coupled with planetary shield
c) isn't it better to keep your expensive building slot in a highly productive colony?

Market mechanics are broken and you can get infinite resource even by accident now while thinking your economy is awesome
I'm curious. How do you manage that in 2.2.3?
 

djmatipl

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Feb 15, 2018
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About that I was thinking... isn't fortress world a better option for this soldiers use while keeping the ratio introduced earlier?
a) this makes you use either a well placed habitat or uninteresting colony (let's say 8-14 in size with poor resource districts) at a chokepoint (if you happen to have that of course)
b) in term of defense, the benefit is obvious coupled with planetary shield
c) isn't it better to keep your expensive building slot in a highly productive colony?


I'm curious. How do you manage that in 2.2.3?
You buy for example 10k food and sell 10k food, buy, sell, buy, sell, buy, sell........................................ buy, sell, always 10k. On youtube stellaris 2.2 market exploit
 

B3ndolf

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Ok, so to sum up tips:

1: Soldier pops give you fleet power after a certain tech (also only 2? how many armies have you got to have? It would make more sense if they gave you naval cap but ok))
2: Get a solid alloy income. (I always try and keep it so I get +60 minerals per month and convert the rest to alloys, maybe I could eat into that more late game when minerals aren't as needed?)
3: Get an ecumenopolis to pay for the fleets (I assume you referred to energy credits).

Anything I missed?

did i say fleet power? sorry i meant naval cap, soldiers give 2 naval cap each.

i build them on each planet rather than creating fortress worlds for a number of reasons: firstly rp, it just feals wrong not to garrison planets just because you know the AI is too dumb to threaten your planets:p secondly its fairly rare to find a suitable planet to make a fortress world out of thats on a suitable choke point and habitats just arent worth the cost anymore imho. thirdly its 1 slot and i generally have spare slots that i end up throwing commercial zones in anyway and losing 1 of those for a stronghold is a fair swap.

the ecumenopolis pays for the alloys for the fleet in a much much more efficient manner than building regular alloy forges, also once you have 1 up and running you will be able to afford to sell excess alloys to provide whatever else you are short on.
 

ShockMeSane

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It might be worth pointing out that a lot of people use mods that can drastically alter the level of fleet power. You'd think this might work out ok for the AI but it really doesn't, as they don't min-max their designs in any useful way.

And if you set the tech/unity sliders lower than 1x, you'll overpower the Fallen Empires far earlier.

My only real point being that a guy who is playing on .25x cost research and New Ship Classes mod is going to have a fleet that is absolutely bananas at the same year as playing on vanilla settings, so comparing your results to random internet posts can be a bit fruitless unless you are all playing by the same rules.
 

Wolfgang I

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I'm curious. How do you manage that in 2.2.3?

I assume it has been patched but not everybody plays the beta. I only hit it by accident while experimenting with monthly trades.

Personally I would use the console or maybe the ship downgrade exploit if I wanted to mess with my game.

It might be worth pointing out that a lot of people use mods that can drastically alter the level of fleet power. You'd think this might work out ok for the AI but it really doesn't, as they don't min-max their designs in any useful way.

And if you set the tech/unity sliders lower than 1x, you'll overpower the Fallen Empires far earlier.

My only real point being that a guy who is playing on .25x cost research and New Ship Classes mod is going to have a fleet that is absolutely bananas at the same year as playing on vanilla settings, so comparing your results to random internet posts can be a bit fruitless unless you are all playing by the same rules.

Some mods even break the game by accident. Even portrait mods can break stuff and pops using them won't need food for example.

Although personally I would not doubt that some people can hit 50k fleets by 2250 with default settings. I mean some people assumed a 5x crisis in base 2.0 was unbeatable(because of the max. fleet and starbase caps) while others defeated it with ease in their first game.