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by Sharkman
Logistics
is the aspect of war that deals with the supply of military
goods and war material. Yeah so you may think it's boring
and dull... listen up pal, this ain't Doom, you gotta have
some brains if you wanna have the guns to blast everyone else!
Logistics is particularly important if you play carrier races
like I do, for two reasons.
- First,
you need more MC, more minerals, more supplies, more everything
than the torpedo races. Your ships are far more expensive
and building enough fighters for any battle with some sort
of substances to it will surely eat into your mineral reserves
in a big way. You will be rewarded for good logistics because
your ships are more powerful than theirs, you can take out
a sizeable chunk of their fleet with a single monster carrier
of yours (obviously you wouldn't normally send out a carrier
like that by itself however), and anything less than a battleship
probably won't even make a dent in your flagship :-)
- Secondly,
you don't have cloakers, they probably do, so you need to
take extra care that your valuable material isn't going
to get stolen. Obviously the best response to this would
be to fight a war in their space, but you will still be
vulnerable to freighter raids. And the cloak intercept rules
along with the huge fuel cost make escorting with heavy
warships rather costly, although this is sometimes necessary.
The first
step to planning your logistics is knowing where your resources
are. It's surprising how the most basic of ideas can be very
effective - if you use Winplan, simply plot each world with
a colour in the starmap window according to what it's best
at producing, ie. Blue = Tritanium, Green = Molybdenum, Yellow
= Duranium, Cyan = MC, that funny beige-like colour = Supplies
etc... (It may be possible to do this in VPA as well, I'm
not sure, seeing as I don't use it, or maybe some player utils
like Echoview, but again, I just use Winplan, and keep track
of everything in my head, so I have no need of external utils.)
What you
are doing is this. You are giving yourself a nice broad view
of where your resources are, and which ones you are lacking
/ have an excess of. Note that if a planet can specialise
in more than one resource, mark it WHITE (or some other bold,
easily noticed colour) - you want to guard that one really
well! Eg. A planet with 9 million bovinoids and 10K+ of a
mineral, or something like that (if you have as much luck
as I did in my last game as the Rebels, you might even find
an Insectoid Representative planet with 8 million natives
plus 10K moly and 9K Fuel!)
How do
you decide what a world is specialising in? Ok, first thing,
some planets won't be able to specialise in anything! A fair
proportion of your worlds will be these useless piles of dirt
with < 1K of each mineral in them at lousy concentrations.
If this is the case, don't colour it anything! Average planets
in the same way, don't get a colour either. To be a "specialist"
planet, it should have over 5000 KT of the mineral at a concentration
50% or better (concentration doesn't really matter if you're
the Lizards, and similarly the amount in the planet's core
doesn't really matter if host has set Isotope TUDR at something
really high, like 100). "MC Specialising" planets should be
able to make at least 500 MC a turn on the maximum yellow
level. Of course, you won't be setting the tax on the maximum
yellow and just leaving it like that - see the previous article, Managing
your economy for details.
An important
aspect of this game is to know yourself (and know your enemy,
too). What I mean is you will have to figure out what you
desperately need. As a general view, if you're the Empire,
you need moly, and lots of it, heaven help you if you don't
find a good moly planet within 200 lys of your homeworld.
A Colonial will find themselves looking for Tritanium, as
well as moly, unless you like having lots of sluggish nova-drive
battlestars. The Rebels are fairly balanced, although they
tend not to need too much duranium. Surprisingly, you'll find
the Robots are quite well balanced in their mineral requirements
- look at it this way, fighters don't use any duranium, and
you'll need lots of fighters, you'll have more tritanium and
moly available because all those baseships won't consume all
your trit and moly, so you're fairly well off!
Decide
on what exactly is going to get supplied. If the cluster is
near your homeworld, well, it's obvious. But no-one can survive
on just one starbase alone. As soon as you've explored the
closest dozen or so planets, think about where base number
2 is going to be (note that if you're the Empire, just build
bases whenever and wherever you can, believe me, you're going
to need all of 'em, except if you're lucky enough to ally
with one of the true fighter races).
Now I
don't have any formulas, strict numerical guidelines, or anything
like that to help you with your logistics (yes I hear the
disappointed groans... sorry, but it can't be helped) it's
pretty much up to your intuition as to what you do. But there
are several well known components to good logistics.
Supply
routes that the enemy doesn't know about
If you're in the corner, you're pretty much well set for this
bit. The keys to this involve planet hopping, and if this
is not possible, then, and I cannot emphasise this more strongly,
hide your waypoints! What I mean is, sometimes you're unlucky
enough to appear in space with tons of territory between your
planets - set your waypoint to something less than one turn's
travel, so at the end of the turn your ship is just sitting
in space, headed nowhere. This confuses the enemy and it is
such an elementary tactic it baffles me as to why so many
players reveal their ship heading of ALL their ships. With
warships, this can be useful to bluff your enemy and then
change your destination at the last possible moment (take
note, Super Star Destroyer commanders!) but with freighters,
I can't see the point of showing your waypoint, because he
may not be sure as to where it's headed, but he definitely
knows where it came from and if it's full, he might think...oooh,
now there's a planet with lots of goodies, I think I might
terrorise it!
Supply
routes that are difficult and often risky for the enemy to
terrorise
Heavily armed freighters are the best way of achieving this,
but unfortunately, you aren't the Crystals and you don't have
the Emerald Class Battlecruiser, so there's no use in dreaming
about that. The next best thing is a combination of mines
and heavy warships waiting at the important destinations.
Robots should find this pretty easy to achieve but any of
the other races will have to make important decisions as to
how much funds to devote to mines. In any case, the best solution
is to take the war to the enemy's backyard, unless he's really
good, he will find a huge carrier rush hard to beat.
If the
route is on your border, you must consider escorting your
LDSFs with a heavy warship. That still is no protection against
a cloak intercept, because the cloaker will target the ship
he's intercepting (ie. Your LDSF!) and fight that first, only
then can your heavy warship enter the battle. The warship,
with the right PE set or mission KILL, will likely waste his
cloaker then recapture the LDSF (since it will only have 10
crew when it's captured by someone else, and the fighters
will strip the crew while only doing 10% damage to the hull)
but if he's smart, he won't fall for that, he will equip his
cloaker with beams like Positrons which will destroy the freighter
rather than capture it. Sure he doesn't gain anything, but
you lose a heck of a lot : a massive freighter filled to the
hilt with minerals and other goodies in exchange for some
puny scout. So minelaying here and there would be judicious.
An
efficient supply route
This means that all its waypoints are essential ie. It is
picking stuff up or setting stuff down at that waypoint. The
best example of this is the circular resupply route where
all the planets along it are producing stuff and the freighter
is simply taking it all aboard, dumping it at a starbase planet,
then going around again. But sometimes, later in the game,
you will have to pass through planets that aren't doing anything,
this just can't be helped.
The
bidirectional linear route
A method I use at the beginning of the game is the bidirectional
linear route. Usually, when you first explore a planet, it
should have at least some minerals sitting on the surface.
I will decide right then and there the priority of putting
a starbase on it. If yes, I will leave the minerals there,
if no, I will make a note to come back and pick them up, and
continue. Usually I will be able to plan out the linear route
before my LDSF even leaves home, since I like to send warships
out first rather than LDSFs which I feel is risky (if I'm
the Borg, Empire or Rebel, I will use HYP ships to expand
my borders faster). Then I will send the LDSF headed out along
the linear route, dropping off clans, supplies and MC to develop
the worlds. If there is a threat, I will send a medium warship
along with the freighter (typically, a Super Star Carrier
if Imperial, an Instrumentality if Robotic, or if Rebels or
Colonies, I will send a Cygnus/Patriot combo).
Now I
should mention another benefit of using a warship to explore
planets first. Not only is it more secure and intimidatory,
it lets you know what to bring on your LDSF. If I find piles
of natives I will bring more clans and less supplies. If I
find more lifeless worlds more supplies less clans are required.
Think : 1100 clans, 100 supplies if ALL worlds with natives,
600 clans and 600 supplies if NO worlds with natives. For
in-between - you do the calculations!!! :-P
When I
reach the end of my linear route, I will simply head back
along it (either home, or if later in the game, toward my
nearest starbase) collecting minerals. Now, the matter of
deciding the end planet, lets call it the terminal world.
This will be a good planet, with good starbase potential,
it will likely have natives and good mineral content, or no
natives but bloody excellent minerals. And, it MUST HAVE A
GOOD CLIMATE! I will leave the warship there while the LDSF
continues back. The warship will be set to KILL, unless I
have a non-aggression pact with my neighbour, which I usually
get, since in every single game of mine except a couple last
year, I have quickly shot up to the top of the scorechart
or very near it, which makes for good intimidatory value).
In this case, it will just guard the planet in case any of
the said sneaky cloaking types decide to pay it a visit.
Once the
LDSF gets back to its supply waypoint (lets call this the
initial world, the first world of the bidirectional linear
route), it dumps all the minerals, and picks up more supplies
and clans for further development of the worlds. I will usually
assign a new warship to accompany it along its next mission.
If a world along the line, near the initial world end of the
line, has natives, I won't take any MC from the initial world
(obviously, I need the cash on my bases for tech upgrades
and ship building!) but will rather take some of the credits
from the native world, which should have a surplus since I
will drop a larger amount of clans on the native worlds when
compared to the non-native worlds.
What the
LDSF does on this route depends. It does one of two things:
- If
I either need more resources at the initial world, or the
terminal world isn't developed enough yet, I won't pick
up any minerals along the initial-->terminal route, although
my LDSF will be getting emptier as it dumps clans. Rather,
if the colony population on the native worlds is higher
than what is required to get the maximum tax (my definition
of maximum tax is the tax collected at five levels past
red) I will trim down the population by loading clans BACK
ONTO the LDSF, and continue. If the population on the non-native
worlds has got past 200 clans, I will trim it back down
to 200 clans (look at the formulas for maximum planetary
structures and you can pretty much figure out why). Any
world which doesn't have enough clans (a native world which
isn't being taxed to its maximum, or a probe-colonised world
which I assigned a lower priority during my initial run
and which hasn't been given supplies for development yet)
will get some, along with some supplies and MC. Do NOT make
the mistake of just using supplies and relying on the factories
for further development, your colonies will take eons to
become productive! Sure you need the MC on your base worlds,
but spare just a little for developing your other worlds!
I will pick up MC along the way toward the terminal world.
When I get there, any spare clans, along with all the MC
I collected, will be dumped.
- If
the terminal world is developed and almost ready to build
a starbase, or already has a starbase in orbit, I will collect
the minerals as I drop the clans. I won't trim off clans
from the worlds, I need that space for minerals. If possible
I may assign two freighters to traverse the route. All minerals
and MC will be dumped on the terminal world, in order to
make it a productive starbase (ie. One that can make proper
fighting ships) as fast as possible.
At this
stage, I will decide on one of two alternatives:
- The
LDSF will be sent back along the terminal-->initial world
route, picking up minerals but NOT MC (the reason will become
clear later on), and simply dump the minerals on the initial
world as before. I will do this if the initial world needs
the minerals, or the terminal world isn't developed enough
yet.
- I will
turn the terminal world into an initial world and start
using it as a production world. I take this course of action
if it is sufficiently developed and has at least 2000 clans
living on it. I will then load up clans, making sure the
new initial world can still tax at the maximum, and send
out the LDSF along a new bidirectional linear route with
the warship that I brought out first acting as escort. Any
warships I produce at the old initial world can fly out
along the old route, picking up fuel as needed, along with
any MC, and head to the new initial world to guard it. It
should now be clear why I don't take any MC back to the
old initial world... it was once a terminal world itself,
and therefore already has something bringing credits out
to it!!! In addition, the new initial world needs the extra
income to develop its tech levels, etc.
Obviously,
this cannot be followed to the letter every single time, if
it could, the game would become rather mundane. Planets running
dry, meteor impacts, and worst of all, surprise enemy attacks,
complicate things a great deal! Variety, and new and unique
opponents, are what make this game so exciting! Above all,
you must be flexible and have intuition as to how to form
and modify your logistical routes, and react to crises. I
cannot help you there, you will have to develop this knack
on your own... it comes with experience. No player is perfect.
We are all continuously learning and adapting!
A flexible
supply route
This means one that can respond easily to unforseen circumstances,
which pretty much are all enemy attacks. Often you will either
have to pull back, or your warships need supplies to repair
and rearm. Having lots of freighters helps this a bit, I often
have more cargo capacity than I need to resupply all my worlds.
Note that
I keep mentioning LDSFs. This is without question the most
practical, balanced size of freighter to use. And I am not
alone with regard to that. The only reasons you would want
to use any of the others:
- SDSF
- to recycle for PBPs, other than that, no practical use,
too small for anything
- MDSF
- to transport components if your game uses Starbase+, they
can be fairly useful if you can't afford an LDSF just yet
at one of your terminal world starbases, as they can be
used to develop a small number of worlds
- STF
- to build a jumpgate if your game uses Jumpgate, and even
then, you would only want to build one in total - it is
just putting far too many big warm eggs in one basket!
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