I have no headphones at the moment so a video is less than useful to me.
1) Say you don't have 100 planets, say you have seven. Two of those planets are rich, but at the time you do not have the technology to make an effective fleet. Wouldn't the production be better used toward new colonies or housing-- in an effort to create more scientists-- rather than constructing a fleet that will die on the battlefield? Remember, you are playing on strategic, which means no MIRVed nuke "pro" designs. You have to win using "poor" designs; how are you going to do it?
So what are you doing for command points here, are you relying on your fast planetary conquests for more Starbases / Warlord bonus locations? As I mentioned on another post, for the setting I play on 3-4 battleships is not enough to run the map; that's a barely acceptable defensive force. Often I'll be fielding something like [two] groups of 1 Titan and 2 battleships each, with maybe an extra Titan tossed in each group to be comfortable. My line of thinking is that the extra production of robominers is not essential since the command points aren't there to support the ships built with the extra production-- now if I took robominers then I would require some strategy for running a fleet on negative CP and the resultant cash flow hit. You mention the figure -500 BC, isn't that like a loss of 250 production per turn (which can be assigned to
any colony)?
"Late game tech is over no importance at all"? Damn, I guess this means picking Deep Core Mines is wrong too
First of all i must say sorry, because im not properly realized you're playing without Tactical Combat, as you're the first human being i met in some years who do so. And also i think you're playing it right way, because its more fair to AI. So all the battletech talks by me are of not real use (most likely "must-be techs" are different there), and sadly there is no real strategy testing about Strategical combat at all being deeply performed yet (or im totally missed it). So all we can do is concentrate on economy, what is essentially the same; and its you, who can do advices about technologies needed for warships in this case (my understandment is a really shameful there "the higher tech should work better", without any certain data, sadly). With more of free time im surely will try to fix my ignorance. Years about, when i tried it - i cannot recall stumbling on any problems to overbuild AI and winning a battles, but surely i builded some imperfect Strategic ships, and weak races are dead there, without access to combat tricks to win a game without economy.
There is no sound at all in that video, you wouldnt miss anything, its only about basic moves.
1. Fleet - is also a colony ships, and stored production. And again - if you surely dont need to build a ships or colonybases there, and have a free space to store population - you do housing there with a joy, of course. Just you do it with 1 colonist, not half-filled, as due to housing formula, its a waste of population efforts in this case. Often you will get
less growth than with 1-pop in such case.
2. For command points - surely you build a Starbases eventually, when they are become cheap (forget about Warlord, its just some possible use for a Mutation points), and pick some Communication tech later too, but generally you need to have alotta population, as they are source of income. When you're running into negative balance - you rise a taxes. And of course - the bigger your economy is - the larger fleet it is possible to suport. As some special CP-economy trick - you can store a huge amount of production on a powerhouse planet (say, refitting a scout there every turn, and storing the exceed amount), so, instead of building a ship, say every 3 turns, planning to launch an attack in 10 turns later (resulting in negative CP-increase after 3, than 6 turn), you can store the same production (with small loss), and build them on 8, 9, 10 turn instead of 3, 6, 9, and avoid CP problems for a few turns.
"Extra production of robominers" - very wrong part. Battlestation is giving you only a +10 BC economy per turn in economical terms. And even not giving them, but saving them under some conditions. Robominers by itself give you a 10 PP plus some insane amount if you will count workers affected by it. Thus enabling you to
build stuff, and to build stuff is what the game is about. Using taxes you convert PP to BC on 1:1 ratio, so setting taxes to amount of 10 PP per planet - you will get the same economical effect as BS (actually more, as its actual
profit, not economy in this case), and have a huge PP boost despite it still. BS by itself is really weak in combat terms (if Strategic is not changing it much, what is possible), and with a price of 600 PP for it - it will make a net profit after 60 turns of usage (dropping the maintenance) for saving the CP. And -500 BC is a net loss of 500 PP in the best case, not 250 (as we're about conversion PP to BC, not in reverce order, and the conversation ratio is 1:1 at best), but still its very manageable for a good race (and its not really needed at all to went into that -50 CP anyway, it was example).
No, Deep Core is totally pwn, just usually game is over many turns before.
"It seems like I need Phasors and Class V shields just to get rolling against space monsters"- im just tested alittle, and it took a cardboard-Titanium Battleship + 2 initial scouts to kill a Crystal (upd: work with any monster attacking you, i.e. not Eel), without any research, it just killed 2 scouts (i just built that BB on first turn with cheatcode to test, no research at all). Btw its impossible to do so on a Tactical on such low tech. Looks like all the weapons there is some simple modifiers indeed, to a some basic value of ship, and have no special effects (not only Crystal could destroy that BB outright with a shot on Tactical, it would mindcontrol it, but here i got a non-damaged BB and 2 lost scouts. Also, the BB payload would be simply not enough to destroy that monster on a Tactical). Looks like its pretty simple - just pump as much BB's as you can - and you're good. Though im sure there is some effective designs, but it would take alotta research. Moreover, as i see, it often take a Cruiser (of a same cardboard type) with 2 scouts to mutually destruct with a monster (not reliably, but likely as outcome). Clearly seen what ship type is more important than the actual technology used. Things looks different with Eel, so there is also either something special with it, or defender have a huge bonus. It took 2 BB + 2 Cru + 2 Scouts to kill it. Strategic combat clearly favour pumping the no-tech ships even more than Tactical does, and make colonisation even less important as it seems, as it offer a formidable fighting force without any tech at all for a price even less as 2 Colony Ships. And looks like the Starbases are actually much more powerful there, it seems they are not Cruiser-class as in Tactical, but counts as more powerful than BB. That make the Battlestation point more worthy, but surely it still uncomparable to Robos. So the game is both harder and easier, while its impossible to do really fast attacks, with Cruiser+scouts destroying a basic Starbase, or with Battleship destroying slightly teched one using a special race (no Extended tanks for a non-special ships also hurt much here) - its favor the mighty prod races, that could just pump a cheap ships not actually bothering with research, prior some game-changing later tech would arrive. Not bad type of game anyway, id say.