

#Stardrive 2 planet management full
Most games punish you if you try to go full research from the start because tech is very rarely a substitute for growth/industry at the start. Listen to the advice here, and don't try to find the next garden of eden for your first colony, just something big (big means more people/industry/research) and with good natural resources (whether that's minerals/industry, or food or research). Some games put huge emphasis on scouting, others 1 scout ship will do.

Typically, to grow, you need intel, which means scouting. Not having played the game, I don't know if defense needs to be 0%, 10%, 50%, 90% of your resources at the start. While I know this advice won't be too useful, most 4x games are based on exponential growth, which means you want to put EVERYTHING into growth, minus the minimum you need to defend yourself. I would love to be able to help buatha, but I haven't picked it up yet. My first game had them priced a little lower (150-200), but this game everyone was 300+. The only downer is that I've had to pass up some leaders, but they were just too expensive. Stupidly, I thought I had to have a colony ship to retake it, but just ground troops were enough. I was able to send a slightly out-numbered set of troops with Rail Guns, and reduced the invaders down to two injured units, then Bombarded them from orbit to finish them off. I had spun up Xeno Mines on my first colony, so I was able to pump out a Starbase to protect it from a pirate raid, but not enough for the Gaia colony. I had just colonized it, so I had no infantry, and they took it.sigh. It figures that it would be them right next door.aggressive and greedy. I found my first Gaia-class planet (second colonized planet), and was doing fine, until the Ryleh showed up. I went Xeno-Mine, Soil Enrichment, traded for Aeroponic Farm, and was currently working my way toward Shields. Fortunately, I learned from the first game, and tried to do a better balance with growth. Maybe it's because I'm Human, but man, the progress is a little slow to get up and running while being able to defend your planets. So, I started another game as I was "doing it wrong", I think.
#Stardrive 2 planet management driver
You *could* mitigate this by focusing on long-range tracking weapons (I am a big fan of mass driver heavy ships) but he is right to say that faster ships are going to do a lot better (the turning speed is actually the key piece here for many weapon types). Yes, the fusion engines are much better (almost double I think) but with only one med-larger nuclear engine you get speeds around 6, versus the one large fusion getting speeds around 10. I did not notice the engine difference being as stark as 2 speed versus 20 speed, so I am not sure what Zurai means here. I also think it would be crazy to pick the +2 pop cap to Asteroid colonies over the +2 pop cap to planetary colonies tech, but I suppose that could be situational. I'm a big fan of the solar collector armor, which makes it viable to put huge shields and tons of energy weapons on smaller ships. Some of the other techs are clearly more useful than others. I do not think this is a huge problem, although I would like to see some more variety in the engines (the description makes Fusion engines sound like a low-end interim step, so there should be better engines down the line that you could choose, just like in MOO2). The other choices alongside the Fusion Engine aren't all that great - some form of Fusion weaponry and, IIRC, a lowering of fuel consumption rates. I don't have the game (SD2), but if I'm simply forced to take engine tech when I reach that spot on the tree, I can live with it. That said, there are numerous spots on MooII's tech tree where there is only the illusion of choice. 1 crappy engine or one awesome (comparatively) engine, with nothing incremental in between. Well it sounds more like there is tech missing from the tree. The difference really is that huge.Īnd I'll point out that I never claimed they impacted strategic speed and in fact took pains to point out that your engines had no impact on strategic speed in multiple posts. If you don't think ship speed in tactical combat is important, you're going to get demolished by ships that you can't hit because they're moving at 30 and turning at 40 while you're moving at 2 and turning at 3. Your only other option are the completely terrible starter engines. There is exactly and only one engine tech in the game: fusion engines.

There are techs which will increase your map speed, but this is not it. Zero impact on strategic map speed, only tactical speed. At Zurai's suggestion, I researched that tech and installed on some new designs. Freyland wrote:A comment on fusion engines.
