![stellaris apocalypse outpost stellaris apocalypse outpost](https://gamescrack.org/wp-content/uploads/2019/09/Stellaris_Ships_29-740x416.jpg)
at that you may think "oh that is fine then no real differant then if i claimed my way through!" but you also have to take into account when you wanna finally expand you still have to use influence to claim the systems around you even if that system is just what you had to go through to reach another planet of yours.Įg: you want to colonize a planet 3 systems away without claiming the 2 systems inbetween so you spend 100 minerals and 225 influence to make the outpost on the spot. seeing as for every system away you want to claim that isn't connected to your empire you have to pay the differance in influence. then in that case it still not really influence friendly doing that more so in the longer run. And the planets provide you with all your resources. Then you can turn them into starbases for defense and large amounts of energy. You put an outpost where your colonizing a planet. However what I am suggesting is not having the outposts at all. Though I havent found raiders a problem for that. I believe I do see your point regarding the snake style. Originally posted by kevincope:Hi takami. So while you may think you are saving influence, reduced research and unity scaling, and not have to deal with the extra energy upkeep in 2.0.2 in exchange you leave yourself vulnerable to having to spend minerals to recreate any stations that are destroyed, and that can be for each station a few months of energy, minerals, and/or research.Īnd imagine pirates appearing in the middle of your empire while your main fleet is away at war and it will take months for you to either head back and deal with them, or make a new fleet (if you can afford it) that is strong enough to deal with them. and there is another problem due to leaving openings they can appear anywhere that is connected to a unclaimed system too and while your fleet may be able to easily take them out, it will take time to reach them, and during that time they will be destroying stations if you don't forify every outpost that has a hyberlane to a unclaimed system. is that you then open yourself up to pirates. Or putting outposts on those rare systems with 8 research, 6 energy and 10 minerals.īiggest problem i can see with just making B-lines to what you want and not bother with systems with, less then optimal, resources. And put the minerals to work building and upgrading the planets. Or I can just save up influence for a couple of years and just grab the planet.
#STELLARIS APOCALYPSE OUTPOST PLUS#
Plus a 12% increase to all research costs. so thats around 450 inflence to get to my planet. But putting down an outpost right next to me cost 75 influnce.
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So it seems as of the midgame when most of your resources are coming from planets, barring the rare super systems it costs more to have an outpost than you get from it.Īnd does making a line of outposts to a planet actually save influence? rather than just putting the outpost down on the planet you want? I generally see a worl Id like to colonize about 6 jumps away and it costs around 250-300 influence. but even mid game, that system would be worth about 0.5% of your total research and increase the cost of each tech(and possibly unity level)Īnd in the Beta each outpost also costs 1 energy. Im pretty confident about the number for research ive seen it in a few places, not sure about unity.Įarly in the game a 2% penalty for a chance to get 4-6 points of research which may be about a 50% boost to your total research is worth it. I've read that each outpost you put up adds a 2% malus to research and unity. Some people suggest putting them up in a line going for other colonies to minimize influence cost. The general strategy it seems is to expand your expire by spawning outposts in order to put up mining stations and gather resources. Okay I could use some input here because I may be missing something.