Both sides previous revision Previous revision | |
guides:basebuilding [2024/09/15 14:49] – fred | guides:basebuilding [2025/09/17 09:37] (current) – darkxerox |
---|
**-Forts:** Forts are versatile and strong structures. Forts provide a "Good Amount" of resources. You should be able to replace combat loses from the materials provided. This can be very useful when trying to project power far from your Main Base. The block counts and weapons points provided make it a strong structure but it wont stand much of a chance if not supplemented with Ships and Air assets. Forts are no able to stand alone if attacked. | **-Forts:** Forts are versatile and strong structures. Forts provide a "Good Amount" of resources. You should be able to replace combat loses from the materials provided. This can be very useful when trying to project power far from your Main Base. The block counts and weapons points provided make it a strong structure but it wont stand much of a chance if not supplemented with Ships and Air assets. Forts are no able to stand alone if attacked. |
| |
**-Outposts:** Outposts are the weakest of all structures. With a minimal Block count and limited weapons points they wont stand long if sieged. Outposts are also the cheapest of all structures. Their loss is not that big of a deal. Outposts are useful for providing safe harbor while traveling the oceans or providing inland airbases. Outposts are handy for providing a launching point to KOTH or other Points of Interest. Outposts wont provide much in the way of territorial defense so they are better used in an offensive capacity. | **-Outposts:** Outposts are the weakest of all structures. With a minimal Block count and limited weapons points they wont stand long if sieged. Outposts are also the cheapest of all structures. Their loss is not that big of a deal. Outposts are useful for providing safe harbour while traveling the oceans or providing inland airbases. Outposts are handy for providing a launching point to KOTH or other Points of Interest. Outposts wont provide much in the way of territorial defense so they are better used in an offensive capacity. |
| |
| **-Resource Outpost:** These are specifically designed for resource mining structure, these support Resource Pylons however they do not support weapon systems of any kind. They have a limited block count however they can be placed closer to your bases than the other cores ( 3km vs 15km ) |
| |
===== Necessities: ===== | ===== Necessities: ===== |
**-Resource Core:** You are allowed 1 per Territory. This is a tad different than a per structure limit. This needs to be noted because you can place multiple structures on a Territory. The Resource Core provides you with materials on each tick. You need this in order to build. Make sure its properly conveyored into your production network. | **-Resource Core:** You are allowed 1 per Territory. This is a tad different than a per structure limit. This needs to be noted because you can place multiple structures on a Territory. The Resource Core provides you with materials on each tick. You need this in order to build. Make sure its properly conveyored into your production network. |
| |
**-Fuel Block Refinery:** You are allowed one of these per structure. This block will proved "Fuelblocks" to power your fleets and ships. There are alternative forms of power so this isn't exactly "required" but this will be your most efficient power source. I would reccomend finding a way to get this on all of your structures. Running out of fuel is bad for the war business. | **-Fuel Block Refinery:** You are allowed one of these per structure. This block will proved "Fuelblocks" to power your fleets and ships. There are alternative forms of power so this isn't exactly "required" but this will be your most efficient power source. I would recommend finding a way to get this on all of your structures. Running out of fuel is bad for the war business. |
| |
| |
**-Shipyard:** I will likely try to make a "Shipyards Guide" at a later date to go over in depth on how these blocks work. For now, if your base is located somewhere near the water I would reccomend Building one of these on your docks. The Shipyard blocks are an extremely efficient way to construct ships. If built well you can build a Battleship in 20 minutes. Shipyard can also be utilized for building SG planes and tanks as well. You can build up to 2 Shipyards per structure. Make your plan and use them well. | **-Shipyard:** I will likely try to make a "Shipyards Guide" at a later date to go over in depth on how these blocks work. For now, if your base is located somewhere near the water I would reccomend Building one of these on your docks. The Shipyard blocks are an extremely efficient way to construct ships. If built well you can build a Battleship in 20 minutes. Shipyard can also be utilized for building SG planes and tanks as well. You can build up to 2 Shipyards per structure. Make your plan and use them well. |
| |
**-Refineries and Assemblers:** I would reccomend using the XL Refineries and Assemblers to be the heart of your production. Vanilla refineries and assemblers count the same but have nowhere near the capacity. You are only allowed 5 Refineries and 5 assemblers per stucture. Outpost Resource Cores provide completed components. You'll only need assemblers to assemble/disassemble. | **-Refineries and Assemblers:** I would recommend using the XL Refineries and Assemblers to be the heart of your production. Vanilla refineries and assemblers count the same but have nowhere near the capacity. You are only allowed 5 Refineries and 5 assemblers per structure. Outpost Resource Cores provide completed components. You'll only need assemblers to assemble/disassemble. |
| |
**-H2 Generators:** You are allowed 1 per structure. While Large Grid ships recquire fuelblocks SG tanks and planes still use H2 tanks and engines. You are allowed only 1 so I reccomend using the largest one just because. Also be sure to place some Hydrogen storage tanks for added refueling capacity. | **-H2 Generators:** You are allowed 1 per structure. While Large Grid ships require fuelblocks SG tanks and planes still use H2 tanks and engines. You are allowed only 1 so I recommend using the largest one just because. Also be sure to place some Hydrogen storage tanks for added refuelling capacity. |
| |
**-Collectors:** You are only allowed 5. Be sure this is placed in water to collect ice. Ice is the basic fuel source needed to power your creations. Ice will be taken by the H2 Generator and Fuel Block refinery to create H2 gas and Fuelblocks. I highly recommend using a sorter and creating a dam. This isolates Ice to specific areas of your structure. If not dammed you run the risk of overloading your base cargo with ice and losing production. | **-Collectors:** You are only allowed 5. Be sure this is placed in water to collect ice. Ice is the basic fuel source needed to power your creations. Ice will be taken by the H2 Generator and Fuel Block refinery to create H2 gas and Fuelblocks. I highly recommend using a sorter and creating a dam. This isolates Ice to specific areas of your structure. If not dammed you run the risk of overloading your base cargo with ice and losing production. |
Outposts aren't really going to do much. They make great spring points near KOTH and other Points of Interest. Possibly as a staging area for an attack. These structures will need shipments from your Forts and Main Bases in order to be effective. They will not sustain a war effort alone either. Outposts only provide basic comps and most unfortunately no Magnesium for ammo. Outposts should be considered expendable. If you find yourself in an unwinnable fight, evacuation of assets and resources may be the prudent option. If placed in an area of little interest though they can be just as effective as a Fort in projecting power. | Outposts aren't really going to do much. They make great spring points near KOTH and other Points of Interest. Possibly as a staging area for an attack. These structures will need shipments from your Forts and Main Bases in order to be effective. They will not sustain a war effort alone either. Outposts only provide basic comps and most unfortunately no Magnesium for ammo. Outposts should be considered expendable. If you find yourself in an unwinnable fight, evacuation of assets and resources may be the prudent option. If placed in an area of little interest though they can be just as effective as a Fort in projecting power. |
| |
===== Logisitics: ===== | ===== Logistics: ===== |
| |
| |
| |
| |
I have been rather vague but there's a lot of ways you can plan and layout your structures. I hope this brief guide will help you figure out whats important to you and what you prioritize as you progress during a season. If you feel I've overlooked anything shoot me a DM in discord and maybe I edit this. Best of luck on the high seas. | I have been rather vague but there's a lot of ways you can plan and layout your structures. I hope this brief guide will help you figure out what's important to you and what you prioritize as you progress during a season. If you feel I've overlooked anything shoot me a DM in discord and maybe I edit this. Best of luck on the high seas. |
| |
//Thank you for coming to my Fred-Talk.// | //Thank you for coming to my Fred-Talk.// |