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521 days, 19 hours, 43 minutes ago
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hesoq
whats the quickest way to start building ships when tech...Write Reply
whats the quickest way to start building ships when tech type is irrelevant
521 days, 19 hours, 37 minutes ago
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dimensia
RE: whats the quickest way to start building ships when tech...Write Reply
Quickest way? Barring any scripts.

7 clicks

Click starbases from dash board
Click your starbase
Click build ship
Click sdsf ( or some other ship that you will only put engines on)
Click engines
Click warp 1
Click Build

...

but really, i'm not sure what you are asking :P
521 days, 19 hours, 34 minutes ago
View gnerphk's profile
gnerphk
RE: whats the quickest way to start building ships when tech...Write Reply
I'm afraid I don't entirely understand your question.

My own preference is to construct a lightly-armed and poor-engined Merlin as soon as is practicable, using Medium and Large freighters to move colonists out and minerals back until this is finished. If necessary, a Large freighter can tow it around later in the game, which leads me to save large stocks of Supplies on nearby worlds.

Does that answer you, or are you looking for something different?
521 days, 19 hours, 29 minutes ago
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hesoq
RE: whats the quickest way to start building ships when tech...Write Reply
how would you defeat your enemy.my deal is i produce ships but not at the rate of my enemy and i always seem to get overrun.this is my problem i cant produce ships fast enough with adaquTE TECH
521 days, 19 hours, 22 minutes ago
View bacchus's profile
bacchus
RE: whats the quickest way to start building ships when tech...Write Reply
The game is very focused on economics. They key is to produce as many ships as you can as quickly as you can preferably before the Ship Limit is hit (which is typically 500 ships).

So you will want to focus on logistics of moving minerals and MC around to build star bases while also producing ships at those bases.
521 days, 19 hours, 14 minutes ago
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dimensia
RE: whats the quickest way to start building ships when tech...Write Reply
Maximize your econ to start.

Some suggestions (most races, if not all depending on start)

Turn 1:
Build 350 mines on your homeworld
Max out your factories.
Build a w9 large deep space freighter.
Once you've done that check what your happiness increase is (should be +6)
Tax so that you your happiness next turn will rise to 70 so you get colonist growth. i.e. tax rate so happiness change will be -36. Don't tax again for a couple turns. But when you do, do the same thing. Your next few turns taxation will depend on what you find in terms of natives.
Load some clans and supplies onto your mdsf and move it to a nearby world.

Turn 2:
Set tax rate to zero to let colonists grow.
Probably build another ldsf, but this turn it depends on your race. But whatever you are building it will be economy driven, not defence or attack driven (unless you are going for an early kill)
If your mdsf found a good native planet drop 1 clan and move to another planet, your mdsf is primarily a scout at this point.
If the mdsf found a good native planet load clans and supplies in the ldsf and move to it, if the mdsf did not find a good native planet move the ldsf to one of the other planets near your homeworld.

You are guaranteed one "good" planet near your homeworld, your medium freighter eliminate one choice and pretty much guarantees that your ldsf will land on a good planet on turn 3.

You want to maximize you econ in the first 4-8 turns. Unless you see an immediate threat i wouldn't worry about building offensive ships. But always keep an eye on what other ships your foes are building. i.e. military score and capital and/or freighters.

Generally ldsf are carry and drop ships. For example, load up with clans go to a target planet, drop it all and go back for more. Use the smaller freighters and ships to ferry resources from those planets to populate the non-native planets.

Try to get a merlin by turn 10ish. It will cost a lot of duranium but it can replenish it almost immediately with saved up supplies. Use beam up duranium missions to scavange duranium from planets as you fly freighters around...


521 days, 18 hours, 49 minutes ago
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hesoq
RE: whats the quickest way to start building ships when tech...Write Reply
what are idsf and mdsf and see i get that but what would be a good time to overtax colonist for that 1 turn and 3rd its always the planets temp that keeps killing us
521 days, 18 hours, 22 minutes ago
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phaser
RE: whats the quickest way to start building ships when tech...Write Reply
Hesoq.

Try this site. It will help you figure out how many clans a planet will take, considering the temperature, also if it has Amorph lifeforms, how many clans it will take to survive being killed by them. There is a TON of useful information on this site.

I agree with building a Merlin as soon as possible on your home world, but disagree on building so many mines.

Even on my home world, I buff up factories first. On a new planet, factories first, mines come later.

Also, I do not tax new colonies at all for the first 15 turns or so and homeworld colonists at only about 2-3% This gets maximum growth without having to keep re-visiting the same planet with clans to drop to raise their numbers. Supplies = Credits. Credits that a low colonist count cannot produce.

You do need to watch for that moment when you need to start bring supplies back, and increase your mines on your planets. This seems to work well for me.

Also, no one mentioned to NEVER, EVER tax AMORPH's.

Taxing natives at a higher rate will get you credits faster, I double tax (20% or more) them if they are Participatory or Unity. But make sure their happiness does not drop below 75% (my rule, some agree some don't).

Anyway, here's a site that is a great tool for you to use and help get some of the complexities of VGAP sorted out.

P.

http://www.vgaplanets.ca/vga-planets-calculator
521 days, 18 hours, 1 minutes ago
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dimensia
RE: whats the quickest way to start building ships when tech...Write Reply
Short form:

mdsf -> medium deep space freighter
ldsf -> large deep space freighter
521 days, 16 hours, 33 minutes ago
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mizadil
RE: whats the quickest way to start building ships when tech...Write Reply
I see that you chose the Cyborg for your first game. That is the most difficult race to play, due to logistical challenges related to assimilation as well as their lack of medium-large combat vessels. I would recommend starting out with an easier race, such as the Federation, Rebels, Robots or Colonies.
521 days, 16 hours, 31 minutes ago
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glyn
RE: whats the quickest way to start building ships when tech...Write Reply
He joined an MvsM that still needs a Mentor; http://play.planets.nu/#/sector/253248
521 days, 16 hours, 4 minutes ago
View gnerphk's profile
gnerphk
RE: whats the quickest way to start building ships when tech...Write Reply
@Hesoq --

LDSF: Large Deep Space Freighter
MDSF: Medium Deep Space Freighter

In order to out-build your opponent, you need a better economy. Dimensia and Bacchus made some excellent suggestions. You also need more starbases, and...

Bottom line? You will usually win this game if you can out-build your opponents. If you can't, you will usually lose. That's the whole art of the game; as such, it's a simple question with a very complex answer. Also, every race you play will be very different.

Here's a guide that focuses on the Colonies; some of the advice is universal:
http://www.planetsmagazine.com/races/colonies/colonialguide/colonial-basics-a-primer-for-new-players/
521 days, 14 hours, 59 minutes ago
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lord pollax
RE: whats the quickest way to start building ships when tech...Write Reply
Logistics and economy is king, especially in a long game. Be sure to understand the game type you are playing, and know small map/Blitz/Melee games require speed production over long term.

Understand the ship limit and priority point systems and establish a plan to either maximize priority build points/ starbases or go after total ship count. It is really hard to do both.

I try for a ratio of warships to logistics ships of 3 to 1. Obviously my logistics ships (freighters, NFC, Merlins, Refineries) get priority early so you end up with a skewed ratio till about turn 30. If you have done things right, you will not need to build any more logistics ships (out of need) after the ship limit hits.

I play a different style of game than many of those speaking above, and definitely use strategies that compliment my style. I think long term, and strongly disagree with overtaxing. If you are being overrun early, you are doing two things wrong. One, you are not using diplomacy. Two, you didn't scout out and evaluate your neighbors properly.

I'd also point out that minefields are you friends, and in a game where most people can guess your Homeworld plus or minus a planet or two, worrying about showing your core is pretty pointless. If you don't have some minefields starting to go up by turn 10 in the directions of your neighbors, you are setting yourself up for an overrun. Amazing how a single minefield can convince a neighbor you are prepared for a bum rush and encourage him to look a different direction. Especially if they are cloaking races. But I digress...

I recommend MDSF builds early, to get exploration and planet claiming maximized in multiple directions. Bigger freighters follow. I rarely build more than 1 or two LDSF though. I have my reasons of course, and know this puts me contrary to some of the VGAP geniuses in here. Every effort must be made to get new starbases built ASAP, so every freighter needs to be working 100% of the time to that goal.

There was a Youtube video done from one of the PlanetsCon meetings with some great discussions on early production. While I do not follow the methodology since it does not fit my style, it does work and yields good results. Maybe someone in here has a link for it.
521 days, 11 hours, 19 minutes ago
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xi scorpii
RE: whats the quickest way to start building ships when tech...Write Reply
@Hesoq:

When you say that you're getting overrun by an enemy that is out-producing you, it sounds like you're talking about playing the Levels games against the computer. That can be a good way to practice the first 10 or so critical moves in getting your economy up and running. Then delete the game and start it again until you're satisfied with your technique.
520 days, 14 hours, 19 minutes ago
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hesoq
RE: whats the quickest way to start building ships when tech...Write Reply
but what are things that i have to do to make my 10 turns the best
520 days, 11 hours, 32 minutes ago
View whisperer's profile
whisperer
RE: whats the quickest way to start building ships when tech...Write Reply
I believe Iso--t covers this is his Early Economy presentation:

https://www.youtube.com/watch?v=g4VoPKjS9EE
http://planets.nu/_library/2017/8/earlyeconomylyhytversiofinal1-1.pdf

There are also some Guides to the economics of the early game:

http://planets.nu/#/howtoplay/g-build-economy