Two notes here, if you're gonna use the Yang-style spacing (which I TOTALLY recommend!)
First, get ready for drone troubles on account of having so many bases. Two primary means of countering this are: HGP/VW (if you can snag them both, you essentially double the number of bases you can have before drones really become much of an issue, and by that point, you've got other means--cool specialists or more advanced drone control facilities--to deal with them). Second means of dealing with the issue is Police/Nerve Stapling, but if you're playing a Builder's game, then those options won't be open to you.
Second, Og said it best. Turn advantage! In the early game, I'm really anal about roadbuilding. One of the first missions of my formers is to plant trees and bulild roads to new base sites. The other thing I'm anal about is building sensor arrays ON base sites, to net that "un-snipable 25% defensive bonus...not to mention that it's a great place-holder).
An infantry based colony pod, following the road, can be in position at the new base site in 1-2 turns, with the actual base build coming the turn after that. If you want speedy development, you can't get much better than that (also note here, that when your interior bases can no longer provide colony pods to a new base site in a timely fashion, it may be time to consider pulling them off of pod duty--relegating that to your next "ring" of outlying bases--and get those core bases working on other projects...developing or honing their initial mineral crawler suites, SP's, advanced infrastructure, etc..
Summary of base spacing, and it's impact on your game: If I'm building roads to my base sites 3 spaces from my current bases, and your colony pods are travelling along rugged terrain, five hexes to their build zone, my base will be up and running two turns after the pod is out of the build queue. Your base won't be up until about four or five turns after that, and by that time, I've already cranked out another former, a garrison, and have started working on my rec. tanks. In very short order, I'll be so far ahead in terms of terraforming and infrastructure that there's no way you will catch up. Additionally, my new base will have had the benefits of four to five turns of growth time, which means that my *next* colony pod will be out that much more quickly than yours (terrain factors being equal), which sets up for a further widening of that lead.
In terraforming, my biggest problem has always been that my ability to make new pods runs far ahead of my ability to prep new base sites, so as I explore more of the continent, I'll invariably have to make some sacrifices....select what I hope will be a relatively protected area of the landmass and NOT build sensors on the base sites....it's either that or slow down growth, and my plan centers around the notion of filling up my starting continent just as rapidly as I possibly can....then all those production centers can go to work on other stuff!
-=Vel=-
First, get ready for drone troubles on account of having so many bases. Two primary means of countering this are: HGP/VW (if you can snag them both, you essentially double the number of bases you can have before drones really become much of an issue, and by that point, you've got other means--cool specialists or more advanced drone control facilities--to deal with them). Second means of dealing with the issue is Police/Nerve Stapling, but if you're playing a Builder's game, then those options won't be open to you.
Second, Og said it best. Turn advantage! In the early game, I'm really anal about roadbuilding. One of the first missions of my formers is to plant trees and bulild roads to new base sites. The other thing I'm anal about is building sensor arrays ON base sites, to net that "un-snipable 25% defensive bonus...not to mention that it's a great place-holder).
An infantry based colony pod, following the road, can be in position at the new base site in 1-2 turns, with the actual base build coming the turn after that. If you want speedy development, you can't get much better than that (also note here, that when your interior bases can no longer provide colony pods to a new base site in a timely fashion, it may be time to consider pulling them off of pod duty--relegating that to your next "ring" of outlying bases--and get those core bases working on other projects...developing or honing their initial mineral crawler suites, SP's, advanced infrastructure, etc..
Summary of base spacing, and it's impact on your game: If I'm building roads to my base sites 3 spaces from my current bases, and your colony pods are travelling along rugged terrain, five hexes to their build zone, my base will be up and running two turns after the pod is out of the build queue. Your base won't be up until about four or five turns after that, and by that time, I've already cranked out another former, a garrison, and have started working on my rec. tanks. In very short order, I'll be so far ahead in terms of terraforming and infrastructure that there's no way you will catch up. Additionally, my new base will have had the benefits of four to five turns of growth time, which means that my *next* colony pod will be out that much more quickly than yours (terrain factors being equal), which sets up for a further widening of that lead.
In terraforming, my biggest problem has always been that my ability to make new pods runs far ahead of my ability to prep new base sites, so as I explore more of the continent, I'll invariably have to make some sacrifices....select what I hope will be a relatively protected area of the landmass and NOT build sensors on the base sites....it's either that or slow down growth, and my plan centers around the notion of filling up my starting continent just as rapidly as I possibly can....then all those production centers can go to work on other stuff!
-=Vel=-
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