Optimizing Infrastructure aka How to Make Millions

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UesugiKenshin
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Re: Optimizing Infrastructure

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Money is a currency backed by various resources like gold.
Currency is worthless, but an illusionary aspect based on the faith in the empire's economy.

In BotE your mining resources are money and every system has a bank ie a stored amount of your resources in a cache. And you can mine up to a limit and then the manager reallocates workers to make something else. When all resources are maxed out, and your food storage is maxed out, and your research is finished, then you should be solely making energy to power up defenses and making ships and troops. Right?

That is what the Omega sandbox turn#700 save game is all about. Mining is optimized and so you just sell from this "bank". Trade is unnecessary.

The Omega regular game turn# 300 and 400 are trying to max out the resources too. It can take 600-700 turns to have many many colonies max out on mining resources and be ship and troop factories.
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Re: Optimizing Infrastructure

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You are optimizing infrastructure in every system so it generates better profitability so you can then build up ships and troops there and spend that profit to better new colonized systems with new construction of infrastructure.

BotE is a highly complex space builder focused 95% on the economy. Once you maximize the economy, you can out produce the military units as your GDP and productivity is better. You have an efficient empire of more colonized systems.

With that out of the way, you then can fight battles and doing it with a high success rate and a low attrition rate,then win the game. The interesting part just takes a lonnnnnnnnnnng time. Of course! It's immense galaxy,not waging war in Vietnam, or even a planet.
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Re: Optimizing Infrastructure

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So ideally someone creates an advanced save game so you can fight the battles successfully as the proper unit composition and proper ships have been built based on their niche military use and colonizing and transportation needs.

If you don'twant to send a month getting strong enough by managaing the economy, load an advanced save game and wage war. That is why I spent a month on one, and a week on the other.

My plan is to create several of these to maximize your time waging war, not economies.
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Re: Optimizing Infrastructure

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Some people like builders, so they enjoy all of the economic aspects. I still suggest you load either or both of these advanced save games "to see what UesugiKenshin did", and then improve upon my generic method.

Maybe someday we have a BotE 2.0 with a campaign editor. Then a month of play can be created in a day so wars happen faster and you create idealized galactic empires. Most builder 4X games have mods as people love the game, but would rather wage war.

It's not all or nothing. WW2 in 1937 looked far different in 1944. The USA had capability but little military industrial capacity, and only after 1941 did strategic planners and business work together to optimize infrastructure. You cannot wage war unless you understand this.
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Re: Optimizing Infrastructure

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The difficult aspect is solardate. I suggest you just ignore it as the timescale is not constant but goes from years to weeks.

Better technology makes a huge exponential then logarithmic leaps in efficiency that is not reflective of costs and raw materials.

A mod or advanced saved game by beginning in a turn number like #700 then is in a constant time scale of 1-2 weeks.

It's nebulous as space is folded (kind of) instead of warping space-time. So honestly there is a max of 4 sectors per turn with a 25% modifier through technology. And it is constant regardless of the map scale. So on a 10x10 map, it makes sense up to maybe 15x15, but at 40x40, it probably should be 12 sectors per turn.

But if you alter the expansion rate, the ranges will be huge and cause premature conflict as "quadrants" or whatever of space will not naturally be colonized. The AI foolishly colonizes in a disconnected way rather than normal expansion to minimize logistical issues.
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Re: Optimizing Infrastructure

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Human beings understand that you build connected cities by proximity, and then when an obstacle exists or there is no more colonizable land mass,then you send ships to islands and uninhabited land. Proximity means it takes less effort to supply that city with resourecs and defend it with soldiers against raiders.

The AI (even on a 40x40 map) will build a colonial empire and waste time, talent, and treasure on a remote colony that it cannot plausibly defend. This means the AI induces conflict in an unnecessary manner. The AI should 95% of the time build in a contiguous manner ie colonies in proximity to be mutually supporting. 5% should be staging areas that are rational reasonable places to launch future attacks.

In chess, that bridge in the middle which forms from pawns (like Queen's gambit) then has knights and bishops moving to control that bridge. That is the single staging area.

In BotE you may have 20 staging areas or 100.

Then you have outposts and starbases on the periphery of your sphere of influence.

So this aspect of colonial placement coupled with optizing infrastructure are directly related. Bad colonial placement trashes your treasury (economy) as you wasted money building what you could never defend.

BotE is a fantastic 4x space empire builder/wargame, but badly needs a campaign editor and map editor. Then colonies are not haphazard and based on well constructed maps with spactial anomalies causing strategic points.
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Re: Optimizing Infrastructure

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At first every empire wants to stretch its borders and thus defines them until they meet opposition from another empire. And so they leap across the galaxy with colony ships based on the effort to develop these based on planet type.

You don't just build inside out. You explore out and deploy colony ships to "define the borders", then build inward and largely based on them lacking M class systems. That way, your stronger colonies are on the periphery and since they are older, have defenses that are space based and land based. Right?

That is the strategic method.

What the AI does is negotiates a friendly treaty to move across your empire and scarf up your M class systems. That is foolish as those will eventually start conflicts and wars.
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Re: Optimizing Infrastructure

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Ideally empires by defining the borders and building inwardly then are very defensible and so are resistent to invasions. They do not have weak frontiers as if they do, then they are prone to interlopers.

Then a counter invasion to take it back. That is expensive to wage war and reacting and not setting the tone and tempo of the war.You will trash your economy.

The AI will send probes to the periphery of your border and attack colony ships. This means you have to send escort with them, have long range scanners and starbases.

You cannot do these things unless you are a wizard economically. Historically this breaks the empire's treasury and they borrow money and are on the verge of bankrupcy and then revolutions happen.
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Re: Optimizing Infrastructure

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This is why MMO games fail as 95% who play space empires don't understand these elementary concepts. So they get invaded by players who have been successfully beating new players.

If you understand what I have written, you will beat the AI legitimately and very important life lessons are learned and realized. Then anyone learning these concepts can be a manager. An excellent military commisioned officer understand these concepts as war is expensive. You never waste military assets or the lives of soldiers.
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Re: Optimizing Infrastructure

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This is why in my latest advanced save game, the Omega have better infrastructure in 3x as many colonies, with 2x the research, and 2x the productivity, and 3x the GDP, and was just shy of #1 place in military size.

War is expensive. More colonies are not better unless they are profitable and defensible. You do not on purpose make colonies too far away as then you have a logistical nightmare. Your ships and troops can't get there in time to resist invasions.

Instead I've won every single actual battle/engagement.
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Re: Optimizing Infrastructure

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You can have expensive defenses...if...you are a wizard with the economy.

If not, your best defenses are in key colonies plus the homeworld.

Your military should be largely on the periphery to attack raiders, but having hubs to deploy across regions.

No one can afford massive excessive military expenditures. The upkeep is destructive and pointless. The military defeats the enemy by killing people and breaking things. Otherwise they just sit around and ruin your economy.
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Re: Optimizing Infrastructure

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You build mines.
1. To generate raw materials to build infrastructure.
2. To generate a profit to build infrastructure.
3. You want to accelerate completion which inflates the resource prices,then sell at the end of the turn to generate profits for next turn.
4. At first you don't have many resources as you have few mines. So you can do resource routing but on advanced levels, you might spend 4-8 hours reconfiguring resource routing.
5. So you buy cheaper resources to supply these at bargain basement prices to be the raw materials for new infratructurure.
6. Sell high;buy low.
7. This nets millions per turn starting about #600-650.
8. In turn #400, I routinely make 55,000/ turn.
9. This is how to afford an lean advanced expensive military force.
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Re: Optimizing Infrastructure

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Imagine after my turn is complete. The AI sells excess resources but at low prices as I deflated the resource price.

This is economic warfare just like China dumping cheaper aluminum on global markets.

They complete their infrastructure normally as they most often lack good economic policy (except the Heyoun who gets better modifiers).

That drives up the price of resources which I can exploit if I want.

I never need to trade with minor and major aliens. Why should I when I can make millions per turn with strategic economic policy?
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Re: Optimizing Infrastructure

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It's not very expensive to upgrade and by accelerating the completion of much of the infrastructure.

But at first, you lack the cashflow to do that with ships and units. That would reduce your profitability as it doesn't inflate the resource price enough.

You rush mines as that generates the most profit as these are income producers.

Then rush based on how much the acceleration of completion affects the associated raw materials for that infrastructure (like farms and research and industry). Research advancing rapidly means high efficiency plus better military units,thus not uselessly buying low and mid range troops. Only build low level troops based on risk and if they boost morale of other units.

In most cases, I build troops when level 5 are available. The majority are strong units, so my size of troops is quite lean. They are not for invasions for a long time,but last ditch defenders.

Then rush power generation if it's going to take too long.

Then rush defenses like shields, orbital batteries, and minefields.

There is an order to rushing production. Ideally you want 10 factories to minimize construction so routinely things complete in a single turn, thus you don't directly buy production. That is the best investment after mines.
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Re: Optimizing Infrastructure

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The higher level power cells are ridiculously expensive to rush and typically not worth it. Do ordinary completion. Level 5 units are ridicuolousy expensive to rush compared to ships.

A big issue is likely inadequate deritium. You must carefully and strategically plan this so you can build a proper fleet force. Some sectors, even though they are admirable, lack deritium.

Eventurally in turn#700, following my methods, you could rush all production and make enormous millions you can't spend. You sit on a comfortable treasury. It's a relaxing moment after a month of solid play. Then anything is plausible.

You have to decide when to attack as you will be so much stronger that you might redeploy and get all your mustered forces where they need to be so you can do a full scale multipronged devastating attack. It should the AI as you want them to be ethusiastic and unaware of hostility.
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