stellaris fortress adjusting energy supply. One Stronghold isn't going to supply enough armies to matter, even for the AI. stellaris fortress adjusting energy supply

 
 One Stronghold isn't going to supply enough armies to matter, even for the AIstellaris fortress adjusting energy supply  Specialized planets are awesome

Subscribe to download[Stop updating]Origin - Fortress Combat Star System - RS. For all people that search or will be searching in future: Yes, you can spawn new systems (including enigmatic fortress ) There is console command: effect random_system = { spawn_system = { min_distance = 20 max_distance = 50 initializer = "guardians_init_fortress" } } Here on Paradox forums you. If you write to the console. It adds back the defense station and defense fortress that were removed after 2. Firing powerful weaponry? Should cost alloys or minerals and energy credits (depending on. I have a clearer view of how to use planetary fortress in higher difficulties (I just played 2 games with max, captain difficulty). You will probably need to get total fleet power that's comparable to theirs as well as designs that counter them. First time getting this situation. Energy is a global empire-wide resource. The fortress on the sun has a snare aura and pulls enemy fleets on top on it, in the middle of the system's gravity well to oblige them to go to the edge even if they defeat it, giving my fleets more time to arrive and catch them. You can get quite strong fleets by doing repeatables. No pop-up screen, no event. Of all the tradition trees in Stellaris, Supremacy is one of the best partially because of the finishing benefit of unlocking war doctrines. Supply lines representing ships in combat could be easier, as ship power could be made finite. Because of that, it increased its supply, the bulk of which it has sold. It is actually real simple just go into the settings and turn graphics quality and bloom to “low”. In my experience i just fill all the slots with Fortresses and all the districs are city ones. Beep Oct 26, 2016 @ 6:22pm. Additionally, talented modders have, in the past, made. YAY! 8. Since energy and minerals have the same base production, selling minerals for energy isn't a great plan. The POWER to see more. Four-leaf clover of DEATH! A Screenshot of Stellaris. Delete that line completely. Fortress Zone (3 slots):2x Strongho. ago. Third Quarter Highlights. 2. When I finally managed to withdraw my fleet, after some time I got 10 pop ups about the fortress powering up again. Those have housing=jobs=3, so it would work perfectly with fortresses, that also have housing=jobs=3. This is awful, I always loved doing the enigmatic fortress. Druittreddit 7 mo. The game should model staging areas and supply lines. Red Dox. Hi! Quick question for playing tall, so living off a handful of planets for more than 100 years. 2 food base, 5% more than a technician, and that's before bonuses. Faster-than-light travel, often abbreviated to FTL, is the method by which ships traverse the vast emptiness of space between star systems. Upkeep: look at adjusting your economy to help cover the energy deficit you will run once your fleets undock. . Apparently the best use is to build habitats on asteroids and planetoids that only produce 1 of a certain resource such as energy, minerals or research and then fully devote that station to that resource?For #1, the problem is that the economic score is updated before the production counters at the end of the month, so there is a one-month lag. At first, everytime it regenerated, a new "event chain started" (When you start searching for the airlock to get in). File should be placed in the root Stellaris folder in your My Documents. . ago. A shrine devoted to the worship of Numa, goddess of fortune. Late game, use a defense station at the center, then put as many fortresses. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. But in my last two games ill. The correct solution is to prioritize food districts, because farmers produce 50% more food (6) than technicians produce energy (4), so even getting only 70% (due to 30% market fee) as much energy as the food you sold, you come out ahead (each farmer produces the equivalent of 4. Energy is good at baseline, and gets better automatically through tech progress. giving them more guns, more hp and more utility slots, and with the added bonus of having a much lower upkeep cost. Stellaris 2. Or if you have habitats up to level 3, 4 commercials districts, 4 residential, 3 luxury housing, rest. If it's a literal fortress platform with a. Community Hub. I would love buildings with more pop slots overall, and bigger mix and matches of building attributes - maybe a building that gives you less research, but also naval capacity at a 2:1 ratio or a building that unlocks edict slots (unique to the empire or a megastructure or something). Okay then. 0. The extra inhibitors are backups. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. You still need a strong fleet but one fleet of Titan/Battleship with X/L weapons should handle it with only minor losses if you aren't in repeat techs yet. Size 16 Earth, maybe 4 power plants, producing 10-15 energy a month: 10 * (10 10) = 10 11 energy a month, enough to overflow about 10 000 times a month, on theblower end. 3 comments sorted by Best Top New Controversial Q&A. the shields and reactor were renamed from "enigmatic" to "dark matter" and fallen empires now have those items. Stellaris. The Enigmatic Fortress, source of some of the best items in the game. There is none of that in Stellaris. Use force (military ship in close proximity of the fortress, and then you research it in your event. It should maximise your screen or put it on a window. Designed by the Racket Industrial Enterprise, its construction is somewhat arcane, and largely non-reverse- engineerable. Combat in general badly needs an overhaul/balance pass. Edicts are limited by your edict capacity or influence or unity (and thus by time) and of course the availability of such edicts. Fortress kept coming back online after several days and. This number doesn't seem big, but we need to remember that P is speculated to be very large. 0 unless otherwise noted. r/Stellaris • 2 yr. A planet filled with fortresses doesn't need many cities because fortresses add as much housing as soldier jobs. Stellaris wiki has a guide for the riddle, but honestly they aren't really that necessary. 9 x 1. No idea if you can make a route divert around systems in particular. Enigmatic Fortress not working properly ? [CLOSED] I know that if you pick the wrong choice, it repowers. The perfect gateway game. ago. #4. Reply. The open beta is mainly meant to catch out of syncs and get feedback on how coop behaves mechanically from a wider audience. However, when a small fleet of 2. 20k you might still lose, 30k to be safe. Every star fortress over your limit increases upkeep by 0. This surprised me since in the old version the security zones didn't provide one. [diplo] [id] reverse_diplo action_invite_to_federation 01. I actually knew that and forgot! I'll have a crack tomorrow. Sometime this week, hopefully. EarnedLemur. Here are five essential tips for increasing energy storage and enhancing your Stellaris experience: 1. Go to Stellaris r/Stellaris • by gerlok123. Copyright © 2018 Paradox Interactive AB. . 0 unless otherwise noted. プラネット・エネルギーリングの位置、および機械星系要塞の艦隊陣形間隔を調整します。. To upgrade manually, select the station and click the upgrade icon. The new update added a logic command for the AI to build fortress worlds once they hit repeatables. War. As Star Fortress is a tier 3 technology, 6 technologies from tier 2 are required. -50. Sends a diplomatic command from the target to the player. 42 KB, md5. I planned to use a fortress-habitat for one of my shokepoints (a black hole with a L-Gate in. Building multiple replacement strike craft every month? Should cost alloys. I stopped all production of minerals, gave sectors more nodes with energy mines, I'm dissassembling robots(A thread talked about how robots might be putting strains on your income and I also don't know how to disable building of robots), Made sure all ships were done building, and even destroying some ships. Yeh. The extra inhibitors are backups. Set some planets manually to generator planet if you have excess of food/mineral/CG production and you care more about energy output than whatever upkeep Grab energy output techs, basic worker output traditions, and energy repeatables (long term solution) Build habitats over energy deposit planets (long term solution)Business, Economics, and Finance. Event description and the Curator will give you enough information to choose the correct answer. It got annoying, but it meant I had a nigh-guaranteed Enigmatic tech. I've confirmed that automatic upgrades work for sectors as well, and is. Sell strategic resources in a monthly trade (since you seem to have more than enough of them) Get slaves to work some energy generating jobs. So you need a : a planetary shield generator : to reduce the effects of bombardment. Defeating the Automated Dreadnought gives the following two choices: Salvage the dreadnought for 5000 energy and 1000 alloys and 30x monthly Engineering output (1000 ~ 5000) Engineering research. Business, Economics, and Finance. 3 hab will get mining or energy districts. Complete spectral freedom: Our next-generation White Light. . I found it through paying one of those new factions/traders for information and got a "Mission" in my situation log that there was something in the spot I can track. However it is not for the faint hearted and inexperienced player. I was trying a suggestion I saw on a recent post about using habitats filled with fortresses for naval cap if you are at your starbase limit when I saw that the Habitats now came with FTL inhibitors. Ok found it, event leviathans. leviathans. Stations use standard kinetic artillery with 120 range so you can use artillery or neutron launchers paired with +20% range admiral to give yourself an edge over it on destroyers, cruisers or battleships. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Hello I noticed that food base production has 12 instead of 8, which means you can easily double the food production with some bonuses to production. The energy cost is problematic early game, especially if you use robots, but that tends to balance out fairly quickly. If all else fails, martial law and a lot of fortress. 10. Designed by the Racket Industrial Enterprise, its construction is somewhat arcane, and largely non-reverse- engineerable. Seems pretty slim at a design perspective. Implement a hoi4-style fuel system, call it energy-supply. By: Navarre. 1 < 1. If its bad enough, go back to old planets and swap out mineral generation for energy. No more repowering. Your fleet is the biggest energy sink in the game. V. Constructing a starbase requires first fully surveying the desired system. #3. Kauldric Jul 30, 2022 @ 12:58pm. Learn more about Acquisition Of Technology at GameJunkie. Enhanced image quality: STELLARIS provides an ideal combination of brightness, resolution and contrast. Even just upgrading one of those Strongholds will give you the FTL inhibitor you seek. A war at this state would involve virtually the entire galaxy, with Federation members fighting against opposing Federation. This fortress world has ~5000 garrison power which means I have to throw my assault armies into a titanic meat grinder like Verdun or waste years with even a pathetic "indiscriminate" planetary. But the fortress is already deactivated and I can't attack it with any fleets nor I can research it by any means. After playing a couple variations of necrophage, I started organizing my thoughts to try and learn what worked best for me and why. You get the Dark Matter Shields from FE debris. The 2200 UNE scenario starts with 32 Pops, So based on that and the assumption of a pop being a set number of individuals, I present a chart based on the human race. they can also be research stations, but ye, in essence they are now glorified mining stations. Hey all, I'm playing on console, and just got the Enigmatic Fortress for the first time in a game. The fortresses are still in the game, but you shouldn't be able to ever build them without mods. It would be really great to have AI respect the budget again instead of having uncircumventable hidden block at 0 energy upkeep. Balance ratio 1:1 between firerate bonus and damage bonus is ideal for maximize damage output. I have tried to keep away from "Boring" stuff (like +5 Starbase Capacity). At some point, you can also build a module at your starbases, that increase the storage limit by +2,500 for both. 3k dmg with 8 defence platforms. Writing "event guardian. I like to play my games with . This may be from a mod, but there is a Dwarf Fortress reference in Imperator: Rome; another Paradox game. Computer system. Using a science ship lets you spend energy credits to try and open the door. We'll be looking at how to create impenetrable fortress worlds, how to avoid a full planetar. 2 reasons make energy management tricky. The Citizen Service civic enables you to use Soldier jobs for Unity instead of Bureaucrats or Priests. As the game progresses and you get more buildings slots, you can actually begin to optimize resource habitats (energy, minerals, alloys, consumer goods) toward 0 Habitation Districts, 1 Holo-Theater, whatever specialization building you need (eg. #5. Perhaps something for stellaris 2. Just a minor thing, but I think that it would help a great deal with making unrest something you can't just always simply solve by spamming fortresses. NEW YORK-- ( BUSINESS WIRE )--New Fortress Energy Inc. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending. ago. By: FirePrince. I guess that's a question By the time you are in this position, typically the question is just academic anyway. Stellaris Real-time strategy Strategy video game. As Star Fortress is a tier 3 technology, 6 technologies from tier 2 are required. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds and Statecraft. The auto cannons make evasion almost impossible so big ships are better than big ones. The ships get close and wipe out my platforms super quick. 6. 2 I'd rather have more energy districts than minerals. Autocthon Rational Consensus • 5 yr. Maybe it is to add value to federation fleet, which is capped at 500. So the diagram above shows you that with 20 star fortresses over your limit (all filled with solar panels) you will generate an extra 500EC - 1000EC depending on bonuses. The vast majority of your energy should be coming from your planets. The empire-wide total is the only number that matters. Sending in a Demolitions Team using an Army. Fortresses work best when mixed into the rest of your economy sparingly, filling out building slots that would normally be suboptimal or go completely unused, and giving a little bit extra housing to unlock further building slots. Had went down the biological ascension path and had a sub species made up with traits benefiting just soldier/army stuff (very strong & resilient were the main ones off the top of my head, can't remember what else I threw in the pot atm) and then just had my fortress. For example, fleet with 90% firerate and 10% damage bonus is significantly weaker than fleet with 50% fire rate and 50% damage bonus (1. Habitat build plan that serves role of local market and space bunker. Edit gamestate in the save file and set "aggressiveness=high" in "galaxy" section. Another option available during game set up is the Xenophile and Fanatic Xenophile Ethic. The AI would see my tiny fleet and decide to invade and then smash against my defenses 2-3 times then I'd go take their stuff. Once you've corrected the bug, you can re-enable it. Physics research area comprises the fields: Computing, Field Manipulation and Particles. Use force (military ship in close proximity of the fortress, and then you research it in your event log) Study the local star (Level 1 Scientist at fortress system star required. Pick unyielding tree 4. That’s great, the AI doesn’t always have great decision making. This step lets you use either an army transport to force entry, or a science ship to trigger a power surge. Starhold, Space Torpedoes, Ion Thrusters, Modular Engineering, Advanced Corvette Hulls and Improved Structural Integrity all look fine to him - the last three don't have direct tier 3 follow-ups and the first one is required for Star Fortress anyway. 2099" (without the quotes) to the console will destroy the fortress, end the event chain, and give you the rewards. AI have consistently improved, often patch after patch. You can fit about 3 fortresses around it, which will need to have a weapon range of at least 80 (or a hanger with range 100, but early game hangars do pathetic damage and late game hangars are countered by PD). Technicians give 4-6 energy while clerks give 2 trade value, for instance. OCI Global (Euronext: OCI), a world-leading producer of ammonia and methanol has today announced an agreement to offtake green hydrogen from New Fortress Energy Inc. usually had a fairly stead supply just by doing a touch of work to make sure i generated them. It won't change your life. When I built up a large enough fleet to destroy it the option to “avoid it” or “send a team in” popped up. It kept "respawning" for me, and each time I "killed" it, another batch of events started. Home system research, supply dark matter, Use force, and black hole research. 3. Laughs in 100k fleet power first try. #9. The latter will cause the vault to repower. Home system research, supply dark matter, Use force, and black hole research. Pleased to report record quarterly Adjusted EBITDA (1) of $440 million for Q1 2023 ; NFE's net income for Q1 2023 was $152 million;. 9%. 1. Each Fortress is 9. Binding offtake agreement sets a new sustainability benchmark for U. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. Vuk Radulovic. Its kind of funny to me to have a choke point with one or two fortress worlds/ three or five fortress habitats in a choke point with ftl inhibitors active. Save the gamestate file. I'm physically incapable of writing concisely, so I've put the important section in bold. I would like to see fleets struggling to operate for long periods of time away from the core worlds. (At least according the what the Wiki shows) So energy weapons and shields are generally a no-no when fighting it. The new update added a logic command for the AI to build fortress worlds once they hit repeatables. Expand user menu Open settings menu Open settings menuR5: Saw the post from u/koitern showing a planet producing 27k energy and decided to show my even more ridiculous organic processing plant which produced almost 70k energy a month (without purging!) Done in a vanilla run. Especially the military stations should be buffed quite a lot, right now they die pretty much instantly (even a fortress) when one single fleet lands on top of them, making even the starports hold out longer because of the range difference. Let me elaborate on this: A type 2 civilization, one with a Dyson Sphere, has access to 10 10 times as much energy than a type 1 (10 26 Watts instead of 10 16 Watts). 25X Crisis Strength Playthrough. 8 Archetype Play-stylespared to read, better leave. 11B/28 =396m and 11B/32 = 343m. -50 is the correct option - if you select the larger surge the fortress will power up again and murder your scientist. NFE's net income for Q1 2023 was $152 million. Then execute order 66. Select the option to rearrange the tori on the rods; the other three options will reactivate the fortress. I was the master of a ruthless capitalist megacorp. Each new adventure holds almost limitless possibilities. #1. Fortress has defense stations that don't rebuild once you take them out so you can kill it eventually in a few tries. You can only build one per planet. About this site. You have 4 options here. 8. What it does? Escape Fortress After defeating the Enigmatic Fortress, a section of it was floating in space, so we decided to bring it to {capital planet} to be a part of our parade. For the command to work, you need to open the panel of the desired planet and enter it into the console. 5), though the investment in techs are "consider the same". ; About Stellaris Wiki; Mobile viewA star fortress costs 5EC upkeep - so we have a total of +55EC per star fortress. S. Just adding the option to auto-rebuild/upgrade defense platforms as an Edict would be easy to implement. Energy is good at baseline, and gets better automatically through tech progress. The first portion focuses on the game setup interface prior to any actual gaming while later portions deal. The starbase view gets a new tab called Logistics, where you can set the rate at which you wish to import or export each resource (this probably needs a functional automation lest it gets tedious). 8. This mod adds 45 new Ascension Perks to the game. I think habitats are the best, since you can place them strategically and make use of the FTL inhibitors that fortresses give. Best. Earn at least 1000 Energy Credits per month from trade. Beep Oct 26, 2016 @ 6:22pm. Star Fortress useless? I have 6 entry points into my domain, so i built a Star Fortress at every point to stop anyone coming in. Personally, I've just given up on it and don't even bother messing with it in my games, which is sad. Capitals have their own unique designation which. The best choice is to cause a lower-estimate local power surge, as this will cause the Expedition to proceed for only 50 Energy Credits. I'm in Iron man mod so using console is not a solution. 23 comments. After that, you can build a starbase for 100 Alloys and an Influence cost determined by the shortest jump path between your target system. If you want to know how to get through the whole mission without fighting. Still, The sectors I've created are. These generators extract vacuum energy, providing an almost limitless supply of ship power. battery supply chain; AMSTERDAM – Stellantis N. Hover 'Fortress Doctrine' Upload Attachment File(s) attachedI don't know if it works for Stellaris but you can try. • 7 yr. The travel could have minor draws, as does using ship systems from weapon to shields. The encoder is probably better than the decoder as it will make it easier to get destroyers to 90% evasion cap. Every star fortress over your limit increases upkeep by 0. You definitely don’t wanna try taking it down with 15-20k, regardless of fleet composition. It’s either 396 million per pop or 343 million per pop. 2. 1K votes, 55 comments. Honestly, the reasons for adding this system is purely to improve gameplay. Eine kleine Anleitung zur enigmatischen Festung in Stellaris in der Version 2. about 600 total military. Late game, use a defense station at the center, then put as many fortresses. That, too, is borderline useless, since fortress flowers have been removed from the game the patch before last patch. Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms. War isn’t about going and beating the enemy in a. Yes, I'm only able to build half of the megastructures, not because of a bug, but because I don't know how to access the others. It is developed by Paradox Development Studio and published by Paradox Interactive. Shift a colony to focus on energy, use edicts to boost output. Prioritize the Use of Power Plants – The most basic but integral step towards ensuring ample energy storage is investing in power plants. :) This may not be included in the open beta, however. 1 comment. Difficulty even alloys will be 1. If you make the wrong choices, the fortress will re-power, and you will have to fight it again. . Other than that, slow down your planet development. Is this true? If not, what's best loadout? Medium weapons? Large weapons? I'm thinking either medium plasma or kinetic, or kinetic artillery. x] Created by Sparble. (Nasdaq: NFE) (“NFE” or the “Company”) today reported its financial results for the second quarter of 2023. Each Fortress is 9. The build cost is 100 alloys and an additional influence cost on top of that. #1. Ships: By this point in the game, I'm rolling full battleships fleets with Focused Arc Emitters and Cloud Lightning coupled with whatever defense best counters the crisis. Way, Way, WAAAY Too Many Thoughts on Necrophage (Strategy, Synergy, etc. as for patching, they're looking for something to get past it which i doubt they'd feel. Fortress worlds are good at holding choke points but can be bypassed. Just because you built a lot of districts doesn't automatically make the workers fill up those jobs, unless you do a little micromanagement and lock the job as a priority, and/or watch and. several FTL inhibitors : to prevent enemy fleets from just flying through the system to the rest of your empire. Laughs in 1. プラネット・エネルギーリングの位置、および機械星系要塞の艦隊陣形間隔を調整します。. Did they adjust the credit earning ratio somehow? Or did they adjust where the credits are consumed during gameplay? Reason I ask is that i never had issues generating credits prior. However, just having even the slightest fire rate increase (something like 1/10th of a second fire rate faster than an enemy craft) gives you a single-shot damage lead on the enemy and is likely worth it, since you'll get the killing shot first all other things equal. It is by default determined by the most common type of Districts or Buildings constructed but can be chosen manually at any point. Colossus Project ascension perk. what makes matters worse is the lack of power on them, which spawn aberrations like the one I linked. 2 I'd rather have more energy districts than minerals. If you set it to max. 3k dmg with 8 defence platforms. Stellaris > General Discussions > Topic Details. 22. Another option is having an energy world. At the center, put a defense platform (the cheapest one). Crisis fleets are about 70k-100k each. In stellaris, there are essentially 4 classes of resources, and within those classes they are gathered identically. The best ascension perks in Stellaris are technological ascendency, galactic wonders, arcology project, defender of the galaxy, become the crisis, and colossus project. In my case the game was taking a few seconds a day before I turned multi sample. You can only build one per planet. If you mix in all of the other unity generations buildings with fortresses filling up the rest. I have a clearer view of how to use planetary fortress in higher difficulties (I just played 2 games with max, captain difficulty). As far as I can tell, when in the trade ui, you can left click a starbase and then right click another starbase to set a custom route. " Tailor-made ship comps against specific enemies can beat higher power fleets easily. And the storage of each of your sectors is the same as your storage. Be sure to fight any pitched battles either in your own territory or a system you've set to annex as a wargoal. ago. Cheniere Energy reached a six year supply deal over the summer with an affiliate of New Fortress Energy tied to the US LNG exporter s Corpus Christi Liquefaction terminal in Texas, according to a rece. If you're struggling in the energy department, they're a nice sugar high with the ability to build a ringworld around them making them both short-term valuable as well as long-term viable. Any Methods for fighting stronger empires. Your second guaranteed habitable planet must be industrial, build your first alloy foundry as soon as possible, buy the necessary resources on the market monthly. (theoretically should. For #2, metallurgists don't produce alloys out of thin air. 7. Planets so tough even Chuck Noris runs away screaming!In this video I break down how Fortress Worlds work, how to get them and when they sto. While in game press ALT-ENTER. They'll tell you a bit about it's history. Bring a fleet you know can take down the fortress and still have firepower left to deal with the fortress powering on every 10 seconds. Made even worse by the fact I have up to 60 mods running, it's a pain to figure out what - although usually best to start with the last one subscribed too or updated. So if you can store 5,000 minerals and have 5 sectors, then each sector can. It does look like you will need to research the tech first. 3 hab will get mining or energy districts. Stellaris Habitat: Complete Guide [2023] June 27, 2023. Then go to multisample level and put it on zero. This is a little mod that buffs fortresses (large station) within the game. Corvettes and destroyers are likely your best bet. Also, capturing an enemy fortress is a far more meaningful achievement if it comes back just as powerful instead of much weaker than the one you fought. . 80% of the reason I build fortress worlds is for the naval cap 20% is to hold a choke point. -62 Military Stations (5) heavy stations 8 energy) 1 (fortress 22 energy) -295 Stations Though of a new way to exploit mineral/energy to next level 2 Robotics each planet for maximum efficiency no station at all that surely will give me +++ energy en enough minerals for tremendous fleet. One of them was at roughly 14K strength (a star fortress with a few defense platforms) when they attacked it with two fleets, one at about 10K and the other at 6K. Food has better base production, but you can't necessarily rely on trading it efficiently for energy. Once the enemy ships got into the AoE of the aura I could immediately see that the whole fleet lost 1/4 of its shields at once. If your starting fortress station has an energy deficit of -500, but you have other planets that produce +600 energy, the fortress station's deficit is irrelevant. Gain entry by deploying the science ship. Then place 6 fortresses without subspace snares but with long-range weapons (100 or above) or strike craft (although these are pretty slow) around the fortress so they are all close to each other as possible (just outside the red circles). The fortress worlds bought me enough time to get my fleets from one end of the empire to the other in several multi-pronged wars. Put a few foundry habitats. Without mods, combat and war becomes laughable outside of maybe the crisis.