https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350
My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.
Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350
My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.
Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
Spoiler
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?
https://fpdk.github.io/?s=0101112030415160708190x12001222304150607080x23001021334053x33031323304352
Combat Lv.1
Spoiler
Combat Endurance 1: +25% PPT is really useful in its own right, but also gives Safety Overrides flagships a little bit of help. And I do like SO.
Missile Spec. 1: +25% missile speed and turn is good as it lets missiles get deeper into PD coverage, plus it gives access to the ECCM mod which is very useful for missile artillery builds.
Damage Control 1: Just for the -50% crew loss as my flagship is going to be used in an aggro role most of the time and will be taking hits. Basically its almost free Blast Doors on the flagship.
Impact Mitigation 1: Armour behaving as if it's +150 stronger is a p. good deal for 1 point.
Evasive Action 1: I feel compelled to always take this as free Aux. Thrusters on the flagship is very nice and makes combat so much easier.
Leadership Lv.2
Spoiler
Officer Management 2: I'd prefer l3 but don't have the points for it. 8 officers is "good enough".
Fleet Logistics 2: -25% maintenance cost is huge. I'd take this even if it didn't also give +30 access to any colonies. But it does, so its definitely getting taken.
Fighter Doctrine 1: Mitigating the appaling crew drain of fighters is useful to me, and it also unlocks Recovery Shuttles which enables this further.
Technology Lv.3
Spoiler
Electronic Warfare 1: Basically mandatory to fight larger fleets at anywhere near parity.
Loadout Design 3: Another mandatory skill. Most ships are starved for OP and any way of boosting that is a huge huge deal.
Navigation 3: -25% fuel use and +1 burn is a big deal and would be enough on thier own to justify this. But Transverse Jump is a game changer, which allows red systems to be plundered without having to fight massive walls of infinitely regenerating ships as you are no longer constrained by jump points.
Industry Lv.3
Spoiler
Safety Procedures 3: More crew loss mitigation, and the only way to reduce losses from salvaging. Allowing E-Burn to ignore supplies is v. good, but reducing all (D) mod effects by 50% is absolutely enormous as most of my ships will have multiple Ds on them.
Recovery Operations 3: The bonus to salvaging items & ships is nice, but the +50% fuel recovered is worth it alone.
Field Repairs 3: The free 50% repairs at the end of every battle for the entire fleet is a huge deal, and makes the l2 skill mandatory. The double rate repairs for l3 is useful for chain battles, which happens often enough that I consider it worth the extra point.
Colony Management 3: Having the flexibility to colonise systems with multiple planets, and still being able to create tech mining outposts is a big enough draw for me.
Industrial Planning 2: Mandatory as it lowers the base resource requirements of the primary industries, allowing far more flexibility in choice of systems to colonise.