Until you're swimming in pristine nanoforges, Industry skills that make use of d-mods are really really good. Even afterwards, the sheer efficiency of a Field Repairs 3, Efficiency Overhaul-fitted clunker fleet is absurd. Particularly now that you're hauling a massive logistics tail for all that exploration and post-battle salvage.
I'm really not a fan of clunkers.
To get them in the first place you give up the salvage you'd get from them, direct conflict with salvaging 3 you probably want for blueprints anyway.
After that you have to fix them up further reducing available supplies(so your expedition's range/lifetime). Mothballed they probably slow you down.
Out of the very early phase building replacements is just much more practical, cheap enough + painless + you get full combat strength for the 30 ship limit.
Something minor like compromised armor on an already paper high-tech thing is practically a big supply discount, didn't think about that.
As colony size grows, profits expand while costs stay fixed. Population growth is a huge deal! Decivilized subpopulations and freeport benefits outweigh costs, and supplying demand as it grows is important. Stacking colonies in one system as your initial large one also helps.
Really not a fan of decivilized subpop either, the +4 modifier is tiny compared to everything else you get (freeport by itself is +25) and comes with 25% extra hazard. Dunno how modifiers translate to actual growth %.
It's in the temporary status section but didn't see it ever go away, can you do anything about it?
Duplicating production on the same colony only uses the larger output of the two. Tech-mining and a smelter will waste metal production from one. Tech-mining and fuel production will waste fuel production from tech-mining.
How on earth did I not notice this one, was also talked about in the blogposts
Accessibility and stability (with some margin for Pather terrorism and piracy) are a big deal in addition to defense. This adds to the fixed cost for running a colony. You want your colonies to be somewhat specialized to avoid diminishing returns, or very low hazard ratings.
Yep, as a rule of thumb aim for max stability as it's the modifier that doesn't reduce income from your other colonies.
Fighting invasion fleets personally seems to affect standings, but letting your colony fleets autoresolve them away doesn't. That's kind of weird - maybe I did it with transponder off or something? Anyway, once your colony can fend off attacks with no direct assistance
They do reduce standing even with transponder. The absolute dicks
Stacking High Command colonies in one system results in fleets being swarmed at the wormhole without reaching your base. I don't know if that simulation fidelity applies for systems you're not physically present in (or if it's a simplified simulation where the fleets don't stack up, and defense stations on moons don't stack up with the one for the planet) but it's fairly one-sided when you're there to watch. Downside is, inbound missions also stack up.
4 high commands on close to max size colonies in the same system wreck invasions so far.
One of the reasons to consider higher hazard worlds is this convenience.
Spoiler
Installing AI cores when there's no shortage reduces consumption sector-wide by 1 unit. This causes a tiny drop in gross revenue![/li][/list]
I was confused by this so hard earlier.
It reduces your consumption, so reduces global market size, so when everything is already saturated just means one of your other colonies will sit on that resource instead of sending it here.
What a patch, great job Alex and Dave!
Repeating it so much I'm starting to sound like an absolute fanboy, nvm seconded again