Curiosity, Space Yards, Supply Depots. |
How many people put these on every planet? And how many only on one or two in a system?

Re: Curiosity, Space Yards, Supply Depots.
i´m making 1 or 2 colonies per system that have a spaceyard + supply depot.
i´m choosing the colonies with the most possible population for it, regardless of the normal function it has, so i get most out of the spaceyard.
Re: Curiosity, Space Yards, Supply Depots.
i usually place a space yard on every planet with at least 18 facilities, or on the first in a system
space ports are only placed on the first planet in the system
Every Planet
I put a spaceyard and a supply depot on every planet I colonize. If you've seen the resupply requirements for a good-sized fleet you'll see the need for lots of supply depots in every system. Redundancy really helps with spaceyards too and there are times when you need to build a fleet fast. I always use Natural Merchant so I never worry about space ports.
Omnius
Re: Curiosity, Space Yards, Supply Depots.
I tend to place spaceyards and depots only on at least one planet per system if the values are low but I always place these on planets with 10+ facility slots. As mentioned above though it pays to strategically pick your critical movement lines so that you have a system that can resupply a fleet especially if you depend on capital missiles to fight the battles.
My Facilities set
Usually I make every single planet have a shipyard (This causes some nasty problems with cost, as you can imagine, but picture the amount of fighters I can churn out in one turn!)
I usually only put one supply depot in a system though, except for my "border" systems, which have one on every planet to keep my warfighting fleet well supplied when they return or as they defend. More then 1 resupply in systems where you don't use much ordinance and/or supplies isn't worth the effort. Those spots could be better used for mines to maintain my shipyards 

Re: Curiosity, Space Yards, Supply Depots.
Every planet has a space yard, most have a resupply depot. There is little that is more annoying than retrofitting a ship's engines then realising it can't move because there's no resupply available. As many planetary space yards as I can because I like to fight with vast numbers of ships instead of units - once experience is fully debugged I have an Experience.txt file (with various tweaks to Facilities and Components to balance it out) waiting to be played out where Experience Matters - at max ship + fleet veterancy: +80% Hit, +60% Dodge... though it's an extremely high ceiling to reach (with EXP generating facilities nerfed too).
---Sig---
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Re: Curiosity, Space Yards, Supply Depots.
my rule of thumb is that every planet with a breathable atmosphere gets a space yard and a resupply depot.
Major colonies get several orbital fortresses and orbital space yards.
If I'm really digging in, I'll place orbital fortresses and base space yards on the most important warp points. the BSYs let me repair and retrofit the stations quickly, and also let me crank out fighters/troops to resupply fleets that are stopping by.

Re: Curiosity, Space Yards, Supply Depots.
Most worlds of size 4 get a spaceyard
Size 5 deffinitly gets a spaceyard, and if the system doesn't have supplies yet a supply depot.
Andthing bigger than 5 always gets a spaceyard and resupply depot.
~Myrath
Re: Curiosity, Space Yards, Supply Depots.
I build this things on big planets (4 or more facilities). At least 1 per system. If system is near border I build 2 or 3 per system. On planet with shipyard I very often build base with spaceyard.

Re: Curiosity, Space Yards, Supply Depots.
I put a space yard on each and every planet. This frees up my border systems, and the systems adjacent ot them, for building military vessels, while my core worlds produce colony and support ships. It's probably, in the long run, a waste of resources, but it's saved me on several occasions -- though, were I a better player, it probably wouldn't have been necessary.
I put one resupply depot in every system, except for my border systems, where I put one on every colony. Large fleets take a lot of supply to support.
~ Kingside_Bishop
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Re: Curiosity, Space Yards, Supply Depots.
Ditto, any large or huge planet gets a spaceyard/supply depot. Even if the atmosphere is pre conversion. You have to plan for the long haul after all.
Re: Curiosity, Space Yards, Supply Depots.
I've changed how I operate, and in my present game I have 3 shipyards in my home system, and no more than 2 in the others. This may change when I get more colony types, but not much. I just build shipyard bases when I need more production. Planet space is too precious. In a couple of cases I built a shipyard just to build a shipyard base, and then scrapped it.
For resupply, I try to get one per system, and then put extras in the systems where my fleets stage prior to attacking.
In contested systems I try to get redundant depots and starports. At least one shipyard is important too, for repairs. The ability to build at the front doesn't mean very much, since building is fairly slow - and my planets spend a lot of time building units anyway.
Re: Curiosity, Space Yards, Supply Depots.
I use the racial trait that lets me disregard spaceports, handy for those little mining moons out on the periphery and one less thing to think about everywhere else.
Each system gets a resupply depot unless all I have in that system is the aforementioned mining moon. Generally the first planet in a system to have space for 3 or more facilities will get to host the resupply depot for that system. It takes a rare military need for me to make multiple depots in a system, facility space is too important to me.
I tend to put space yards on any breathable planet of size Medium or greater. Upgrading facilities goes much much faster and I get the option to crank out ships and/or units quickly should I decide to. It really adds to maintenance costs but I figure it's worth it.
For that matter, each system gets a Nature Shrine and a Fate Shrine as soon as I have a planet large enough (Large domed or anything breathable) to fit them. Jubilant people on optimal condition worlds with an abundance of resources...good stuff.
I frequently design my military ships so their main weapon is supply-based, so ordinance isn't as much of an issue for me. Those who burn through ordinance would need more resupply depots in systems bordering hostiles, obviously.
I also put solar panels on most of my ship designs, so no matter how far afield they are, they're always assured of at least a little resupply each turn. Short-range colony frigates are an exception, since they never leave the "power grid" they are little more than colony pods with engines.

Re: Curiosity, Space Yards, Supply Depots.
I have space yards on every planet so I can raise a large fleet extremely quickly (500 Battleships in 10 turns), but only 1 resupply depot per system since I tend to research solar collectors and ordinance vats early on. Shipyards on every planet help me compete against the AI (I have the AI space yard modifier rate set to 6.0). Having redundancies is useful for multi-player games, but completely unnecessary when playing against the AI.
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Re: Curiosity, Space Yards, Supply Depots.
I tend to adapt to the situation, but I always have at least one supply depot per system in the end (it's annoying to have to send rescue ships), and I tend to build lots of planetary space yards.
Re: Curiosity, Space Yards, Supply Depots.
I'm a noob on his first game and I have been putting a depot in every other system and a yard on planets with 15 facilities or more. I'm now extremely worried that I am in danger of getting crushed in my first war. I got some building to do.....




Re: Curiosity, Space Yards, Supply Depots.
I only do it on mining / farm / and mineral planets... (I like backups) Intel / resupply / Military Only get space yards...