BCS, I must run an extremely hungry/thirsty fleet. Newbie I guess - I'm forever having to grab large amounts of fuel/supplies.
I have Salvaging, Containment Procedures and Makeshift Equipment skills which drastically lowers my fleet running costs(most people don't do this because technically it is a waste of skillpoints) I also have five developed security agents on Asharu so I get at least two bounties per trip, and I can always fallback on killing something in a Remnant system if it's on the way. Still, I believe that every "endgame" fleet should have 3 Salvage Rigs in it, they absolutely pay for themselves.
I also use those skills, it's my personal opinion that they are worthwhile QOL. Ditto for the Salvage Rigs, though I'm only running 2 - perhaps I should up the number.
Approx 2 cycles between for inspections, hmmm? I will play with adding AI cores to all and sundry - my current testing has been focused on keeping everything on the down-low to not attract Pather interest. No Tech-Mining, only using one item (Fullerene Spool) on the farming planet, etc.
Pathers will target any successful colony, it's pretty much impossible to not get targeted by them. Might as well go all out with an Alpha core admin/Beta core P&I and special items in every industry IMO.
As for planets, you generally want four:
- One Habitable with farmland(or aquaculture) and organics - farming, mining, light industry go here
- One no atmoshpere planet - mining(optional), refining, heavy industry, fuel production goes here
- One extreme heat planet - High Command goes here. These also will usually have great mining potential which means one industry less for your "no atmoshpere" planet
- One gas/ice giant for volatiles - usually useless for anything else and with high hazard rating
There is some minmaxing you can do here, for example extreme heat gas giant will save you a planet, or if you're extremely lucky you can get a toxic planet with organics which means you can use autonomous mantle bore on it(otherwise organics are always paired with habitable which precludes it) - but in general goods output is not a problem; you only worry about output in case of High Command(you need Pristine Nanoforge in Orbital Works to satisfy its needs) or if you use it, the Fusion Lamp(need at least Diffuse Volatiles on your Gas/Ice Giant)
Regarding planets, the testing has been along the lines of:
Gas Giant (abundant volatiles, hot - plan was to see if a fusion lamp will make it extremely hot, then High Command it):
Mining (for plasma dynamo + story points to get 10 volatiles for fusion lamp)
Orbital Works (for pristine nanoforge)
Commerce (for dealmaker holosuite)
High Command (for cryoarithmetic engine, when I find one)
Rocky Metallic (moderate ores, no atmosphere, hot, low gravity) -- only colonized because I got a second pristine nanoforge, in retrospect it was a bad idea
Orbital Works (for 2nd pristine nanoforge)
High Command (for cryoarithmetic engine, when I find one)
Fuel (for synchrotron core, when I find a second one)
Commerce (for dealmaker holosuite, when I find a second one)
Arid (decivilized subpopulation, poor farmland, vast ruins, ultrarich ores, common organics, hot)
Farming (for soil nanites)
Mining
Light Industry (for biofactory embryo)
High Command (for cryoarithmetic engine, when I find one)
Barren (moderate ore, no atmosphere, low gravity) -- unused
Barren (sparse rare ore, moderate ore, no atmosphere, cold) -- colonized only for the transplutonics, could have used #2 instead and imported
Mining (for autonomous mantle bore)
Refining (for catalytic core, when I find one)
Fuel (for synchrotron core)
High Command
Being obsessively crazy with the overlapping High Command was not necessary and would have let me deal with only 3 planets. For instance, the farming planet could have been Tech Mining at size 6 instead. A second Commerce or Orbital Works could have been put on the barren mining/refining/fuel planet.