## 1. Base Location Selection ### 1.1 Bubbles and Dead‑End Sectors - **Bubble** – a contiguous region of at least 100 sectors with a single entrance/exit. - **Dead‑End Bubble** – a bubble whose interior sectors have no exits other than the entrance sector. - Building bases in small dead‑end bubbles limits the number of sectors an opponent can search, increasing concealment. ### 1.2 Tunnel Sectors (2‑Warp Chains) - **Tunnel** – a linear chain of sectors (1 – 20 sectors) where each sector has exactly two warp exits; the chain is not part of a larger bubble. - Tunnels provide isolation from high‑traffic routes while still allowing the owner quick two‑warp ingress/egress. ### 1.3 Avoidance of High‑Traffic Areas Do not place bases adjacent to: | High‑Traffic Feature | Reason | |----------------------|--------| | Major Space Lanes (MSL) | Frequent traffic raises discovery risk | | Stardock (Class 9 port) | Constant scanner activity | | Class 0 ports (equipment hubs) | High‑volume trade draws attention | ### 1.4 Port‑Less Bases vs. SDT Port Integration | Situation | Advantage | Consideration | |----------|-----------|----------------| | Base in a sector without a port | Maximum stealth; opponents cannot locate via blocked‑port detection | Requires independent resupply of fuel and colonists | | Base on a sector that hosts an SDT (Sell‑Steal‑Transport) port | Red corps can steal upgrade commodities directly; beamer installation reduces relocation turns | Port becomes a focal point for opponents and may attract blockades | --- ## 2. Planet Types, Production, and Fighter Ratios ### 2.1 Production Tables | Class | Category | Ratio | Max Colonists | Max Daily Fuel | Max Daily Org | Max Daily Equ | Max on Planet (Fuel) | Max on Planet (Org) | Max on Planet (Equ) | |-------|----------|-------|---------------|----------------|---------------|----------------|----------------------|---------------------|----------------------| | **M** | Fuel Ore | 3 | 30,000 | 15,000 | – | – | 100,000 | – | – | | | Organics | 7 | 30,000 | – | 15,000 | – | – | 100,000 | – | | | Equipment | 13 | 30,000 | – | – | 15,000 | – | – | 100,000 | | **K** | Fuel Ore | 2 | 40,000 | 20,000 | – | – | 200,000 | – | – | | | Organics | 100 | 40,000 | – | 20,000 | – | – | 50,000 | – | | | Equipment | 500 | 40,000 | – | – | 20,000 | – | – | 10,000 | | **O** | Fuel Ore | 20 | 200,000 | 100,000 | – | – | 100,000 | – | – | | | Organics | 2 | 200,000 | – | 100,000 | – | – | 1,000,000 | – | | | Equipment | 100 | 200,000 | – | – | 100,000 | – | – | 50,000 | | **L** | Fuel Ore | 2 | 40,000 | 20,000 | – | – | 200,000 | – | – | | | Organics | 5 | 40,000 | – | 20,000 | – | – | 200,000 | – | | | Equipment | 20 | 40,000 | – | – | 20,000 | – | – | 200,000 | | **C** | Fuel Ore | 50 | 100,000 | 50,000 | – | – | 20,000 | – | – | | | Organics | 100 | 100,000 | – | 50,000 | – | – | 50,000 | – | | | Equipment | 500 | 100,000 | – | – | 50,000 | – | – | 10,000 | | **H** | Fuel Ore | 1 | 100,000 | 50,000 | – | – | 1,000,000 | – | – | | | Equipment | 500 | 100,000 | – | – | 50,000 | – | – | 100,000 | | **U** | (No production) | – | 3,000 | 0 | 0 | 0 | 10,000 | 10,000 | 10,000 | > **Note:** Daily production follows a bell curve; maximum output occurs at 50 % of the maximum colonist level. ### 2.2 Fighter Production Ratios Fighter output is a fixed fraction of the daily FOE production for each class: | Class | Fighter Ratio | |-------|---------------| | M | `n/10` | | K | `n/15` | | O | `n/15` | | L | `n/12` | | C | `n/25` | | H | `n/50` | | U | — (no fighters) | > **Formula Example** (Class M, 1,500 colonists on Fuel Ore): >