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guides:basebuilding [2023/05/05 10:33] – created darkxerox | guides:basebuilding [2024/09/15 14:49] (current) – fred | ||
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- | The start of every faction is building your first base, before you can start there are some important blocks to consider firsts. | ||
- | Each static structure requires a Base Core and a Core Beacon, A Base Core is what defines the type of structure and also provides you with resources. The Core beacon broadcast the type of structure and automatically sets the required broadcast range. | ||
- | ^ Structure Classification ^ Max Block Count ^ Beacon Range ^ Weapon Points ^ | + | //Brought to you by Fred.// |
- | | Outpost | 1500 | 10km | 250 | | + | |
- | | Fort | 5500 | 15km | 500 | | + | |
- | | Main Base | 8000 | 25km | 1000 | | + | |
- | === Notes === | ||
- | Each **structure** must have a Base core beacon added, this will auto set broadcast range based on what core is installed. | ||
- | Outpost must be placed at a minimum | + | This is merely |
- | Forts must be placed at a minimum of 15 km from other friendly bases. | + | |
- | You cannot build anything inside of 10 km radius | + | If you have played a season before this may not be a lot of use to you. If you have struggled in the past or if you are new to our server this will likely go a long way to helping you make a strong start. |
- | ===== Main Base ===== | + | Overall there are 3 available structure types. All of these structures interact with Territories in the same way. A Main Base and an Outpost will both capture the same territory, no matter the size. Remember this when laying out your Empire to maximize your territory holdings while not risking more valuable structures. |
- | This will be your faction main HQ, the the mainbase core will provide the most resources compared to the fort core. | + | ===== Structure Types: ===== |
- | You can use up to 8k blocks to construct your base with 10% extra for cosmetics only. | + | |
- | You get 1000 weapon points you can spend on large grid weapons. | ||
- | **For Large grid weapon points go to [[: | ||
- | You cannot add player made weapons or missiles on the base. | ||
- | ==== Fort ==== | + | **-Main Base:** Your main base is your most valuable structure. It will provide you the most resources per tick. Has the highest block count and the most weapon points. This structure will be the heart of your Empire. Make sure its placement and its defenses are as potent as possible. If destroyed the loss of this structure may end your season. |
- | These are your strong holds to claim territory with and establish a well protected base of operations. | + | **-Forts:** Forts are versatile |
- | These cores provide | + | |
- | You can use up to 5.5k blocks | + | |
- | You get 500 weapon points you can spend on large grid weapons | + | **-Outposts:** Outposts are the weakest of all structures. With a minimal Block count and limited |
- | **For Large grid weapon points go to [[:points: | + | |
- | You cannot add player made weapons or missiles on the base. | + | |
- | === Outpost | + | ===== Necessities: |
- | These are your forward operating bases, to hold a light claim on land and setup a small defensive base to stage from or setup some outer perimeter defence. | ||
- | These cores only provide components to aid in repairing the outpost or ships/ | ||
- | You get 250 weapon points | + | All structures require specific blocks. These blocks can be placed in whatever way you like but they must or at least should be present. |
- | **For Large grid weapon points | + | |
- | You cannot | + | **-Gridcore: |
+ | |||
+ | **-Resource Core:** You are allowed 1 per Territory. This is a tad different than a per structure limit. This needs to be noted because | ||
+ | |||
+ | **-Fuel Block Refinery:** You are allowed one of these per structure. This block will proved " | ||
+ | |||
+ | |||
+ | ===== Optional Things: ===== | ||
+ | |||
+ | |||
+ | **-Shipyard: | ||
+ | |||
+ | **-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/ | ||
+ | |||
+ | **-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. | ||
+ | |||
+ | **-Collectors: | ||
+ | |||
+ | **-Welders: | ||
+ | |||
+ | ===== Structure Utilization, | ||
+ | |||
+ | |||
+ | Your usage of structures, their placement, build and about 100,000 other variables apply to how you will lay out your structures and your empire. You should 100% build and play to your strengths be it air or sea power. Tanks should be taken into consideration but are typically not a big factor. When you plan your structure you should be thinking about defend-ability. Even if its more of an " | ||
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+ | Once you have a place in mind its time to plan your structure. Your choice in layout is entirely up to you. Just keep in mind the larger the structure the harder it will hit SIM. We all want good SIM and Water Mod makes that hard. Some of the largest SIM eaters are poorly designed bases. If you want to build a larger more sprawling compound that's fine just try to keep its overall area a reasonable size. If your pushing 1km in area your going to be causing some issues. I prefer to build smaller and more heavily armored structures with a long runway. This helps minimize the physics hits while providing adequate protection for the core. Another way to ensure a good SIM friendly base is to make sure you do not create any conveyor " | ||
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+ | As for what structure I would use in a specific scenario it depends on your needs. Overall I would place my Main base in a highly defend-able area above all else. Deep in a harbor/ | ||
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+ | Forts are primarily Defensive structures but can be used offensively. Surrounding your Main with Forts is a great idea. You will limit or hinder your enemies routes of attack and keep your main production structures close together meaning added wealth. Forts can be built offensively though if you are planning to attack a foe and victory isn't so certain. Forts provide enough to offset potential losses in combat and are sturdy enough to defend in dire times. Personally I use 3 forts by my Main base for production and logistics and save one for somewhere for far away where I need to project power. Your needs may be different. | ||
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+ | 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: ===== | ||
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+ | |||
+ | I would be doing a dis-service by not explaining Logistics in here. Logistics is 100% what you make of it. Not all territories are created equal. You will find yourself short on any given resource in any given area. It is up to you and your faction members to coordinate and move materials around your bases as needed. There are many ways to do this but Ship based transport is best in my opinion. Utilize Civilian grid rules to maximize the capabilities of your support vessels to move whatever is needed. You can also move higher value cargo more easily via plane but you can only move so much. Use the proper resources to be as efficient as possible. You can move 1000 gold ingots faster via a plane than a ship but to ship 1 mil Iron ingots your gonna want a boat. Check on your bases frequently to ensure they are properly supplied. A War declaration will really limit any preparations you want to make and you may also face enemy patrols in the lead up to war. In International Waters, Anything goes. | ||
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+ | When planning your grand strategy it is helpful to think of Dygamic as a game of Risk (thanks Bizmark, wonderful analogy). Each Territory gives you " | ||
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+ | I have been rather vague but there' | ||
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+ | //Thank you for coming to my Fred-Talk.// | ||
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+ | === -Fred === | ||