Ship building start and stop

Oka i have been playing alot recently and i have begun to notice it is really hecktic to keep track of my ships what each one is doing and what not. X-(  but i think the main problem is i make to many ships so when do i start making fighting ships and when do i stop. :NOTSURE:  Sorry if you think this post belongs some were ealse. this is the best place chould think of.  ;p  
9,545 views 11 replies
Reply #1 Top
Basically, aside from a planetary garrison to deter invasions, you have no need to constantly build armed naval vessels. I usually just take a small hull and slap on however many weapons systems will fit, and put one or two of those around each planet. As long as my military rating's over a hundred, or at least high enough that the computer doesn't come asking for a thousand bc every couple of turns I'm usually pretty safe. When you don't need more military ships, you can drop your military build rate to slow production and increase your research rate and switch over to building freighters (if you have open trade routes) or constructors (pretty much all the time).

Two things that greatly help with managing ships are governors and rally points. For example, most of my planets will never build anything but a constructor in the entire game, and I have all of these immediately send ships to a rally point usually labeled "Con Rally." I move this rally point every couple of turns to wherever I want a starbase built, so that a few waves of constructors are always converging on the desired location. This is much simpler than launching each ship individually, then trying to locate the spot you want it to go to for each vessel you launch.

Use fleet rally points in war time, and turn over your top production planets (use the planet list to find them) to the construction of military craft. Usually, I keep building until near the end of the conflict, when I'm fairly certain I'm not going to need any more ships to finish off my opponent. Maybe keep one or two planets producing transports until things have actually finished off - I usually find myself with total space superiority but no ground pounders to make it stick.

Anywho, hopefully that should reduce some of your management woes. In brief - use rally points and governors to simplify your job, and don't build military ships outside of wartime (except for a basic planetary garrison).
Reply #2 Top
Hi!
i have begun to notice it is really hecktic to keep track of my ships what each one is doing and what not
End of quote

Welcome to the MicroManagement nightmare, that's a part of almost every strategy game I know of. There are some recipies how to solve it, but the best one I can offer you is: don't play in "huge" games. Keep yourself limited to the amount of planets/towns/territory/bases... that you can still manage with fun. When you notice you're losing track of things, when you start feeling overwhelmed with the work the game requires, then you'll know where's your limit for fun.

BR, Iztok
Reply #4 Top
And on another note when and and with what frequency or ratio should I be researching military techs? during war and peace time...thanks
Reply #5 Top
I never stop building military vessels. The only time i will slow down is when i am in the red. Then i just sell some of my obsolete ships to my Allies or the minor races. Keeping a big military has its pros and cons.

GOOD- most neutral and evil races will pretty much leave you alone or even give you tribute because of your military might.

BAD-Good races will see you as a threat "damn KRYNN:)" and gather their allies to declare your upon you because of your imperalistic nature:)

The bottom line is the bigger the military the more respect you get from the other races. Just keep all of your excess ships on the edges of your influence sector. that way if war breaks out.........you will be prepared:)
Reply #6 Top
I never stop building military vessels. The only time i will slow down is when i am in the red.
End of quote


While having a big military is certainly useful, part of the reason you're running into the red might be that same big military. Every war ship you've got costs a weekly maintenance, and having a lot of them means you're wasting a lot of money if you're not going to war anytime soon. Not to mention that building ships costs a lot of money and may be a heavy drain on your economy as well.

I'm big on strong manufacturing, so I usually keep a relatively strong military presence (along with diplomacy and keeping everyone else at war) to keep everyone off my back initially. This consists usually of a bunch of cargo hulls with weapons packed on. When war seems to be on the horizon, or I'm ready to fight, that's when I start militarizing and preparing a stronger, more powerful fleet. This way I can use the money that would have been spent on ships and maintencance for growing my populations/infrastructure or colonizing new worlds. This way, all of my planets are even better prepared to spit out my war ships when I need them  :D 
Reply #7 Top
And on another note when and and with what frequency or ratio should I be researching military techs? during war and peace time...thanks
End of quote


That's a tougher question to answer, which depends a little more on your style of play. The computer usually won't trade weapons with you, particularly, if you're militarily very powerful, but you can always pick up needed defenses in a pinch. I usually research weapons technologies prior to war, or when a foreign power seems to be getting hostile and well-armed. I usually stop whenever I max out a tier and move over to producing the appropriate defensive tech or a manufacturing/economy tech. Remember that industry is as important (if not more important) than military hardware. I usually have one or two shipyard planets that can crank out almost anything in three weeks or less - this way, even if your vessels are slightly inferior, you will have the advantage in quantity.

You can use the amount of weeks required to research the tech as a basic barometer. If a weapons or defense tech is relatively few weeks, research it until the commitment time spikes up, then move over to other technologies. Don't forget that aside from weaponry and defensive, production capacity, range, ship speed, and sensor range all impact your warmaking ability. In general, though, you don't have to worry about overtly military techs accept before and during wars.
Reply #8 Top
"When war seems to be on the horizon, or I'm ready to fight, that's when I start militarizing and preparing a stronger, more powerful fleet."

I think this is a tactical mistake. I seem to have more success when i already have a strong military instead of waiting for someone to become angry enough for war. There are ways around going into the red, but there is no way around an overpowering advesary. I usually play a militaristic style which works well. Neglect your military for too long and you will become a target for the more powerful or equally powerful races.


On the technology side, i always plan ahead by finding out what my enemy is working on. If i see that the KRYYNN are working on laser/phasors, i research shield/barrier techs.......You always want to stay one step ahead of the other races if you can. Make sure to set up spys in the system of your enemies so that you will always have a tactical advantage and never be caught off guard.
Reply #9 Top
I think this is a tactical mistake. I seem to have more success when i already have a strong military instead of waiting for someone to become angry enough for war. There are ways around going into the red, but there is no way around an overpowering advesary. I usually play a militaristic style which works well. Neglect your military for too long and you will become a target for the more powerful or equally powerful races.
End of quote


There are other ways around an overpowering adversary, though of course constant military build-up works too. However it's fairly easy to provide friendly A.I.'s with ships and cash for proxy wars that don't risk your own planets and keep aggressive civs off-balance. This way you don't have to pay upkeep and can use the cash to expand your infrastructure and advance your technology level. With better industry and tech, when you do want your own navy you'll have the best - and probably a good chunk of cash besides. A handful of dedicated shipyard planets can bring a sizeable modern fleet online before my peripheral planets are seriously threatened.
Reply #10 Top
We are both right in many ways. I guess it just depends on how many planets you control and there quality. Right now, i am playing a game with only two quality planets. So i have to be more agressive to procure quality planets by force of arms. When i do have a good number of quality planets, i am more passive, utilizing technology and influence as my weapon :)
Reply #11 Top
We are both right in many ways. I guess it just depends on how many planets you control and there quality. Right now, i am playing a game with only two quality planets. So i have to be more agressive to procure quality planets by force of arms. When i do have a good number of quality planets, i am more passive, utilizing technology and influence as my weapon
End of quote


Very true. Recently I've been playing a few low-planet games on large maps where having even a one-world lead is a significant advantage over the other races (esp. since the only habitable planets are homeworlds). With more planets, you can afford to take a few hits and recover; in a smaller game, every world is precious. Economy also takes precedence, since I can't count on a massive tax base to support my empire, I'm stuck using trade and limiting my navy - of course, the militaristic and expansionist empire of the Space Lobsters limits its navy by sending soldiers into battle, but theoretically, I could play a more pacified game. For example, I could limit my navy to the minimal deterrent force, pay my allies to fight proxy wars for me, and then reap the profits with a fast transport fleet.

But that isn't always as much fun, and the Space Lobsters are a fun-loving empire...