Minimum 2 Constructor Module Build

I am very new to the game and I'm trying to tweak a bit.  I'm trying to build the minimum tech level/cost Constructor that can have 2 modules.

 

My Google-fu skills aren't finding it.   Would one of you galactic conquerors hook me up?

46,090 views 15 replies
Reply #1 Top

Well - I don't think you need any tech, you should be able to strip the non- Construction modules out and drop in a second construction module.

 

That will put you at 99 of 108. Though to get any more you need more "Capactiy" whcih the first is "Storage Maximization" 2 techs in under Engineeering. Then you have "High Capactiy Hulls", again 2 techs deeper (Under Zero gravity Construction - medium ships).

 

When I have a choice I always go for +Capacity, then trade for the other techs.

 

Note: once you have a base already positioned, you don't need scanners or life support on a constructor to move it from Shipyard to base, so I recommend stripping them off, and adding either engines to get it there quicker, or more construction modules. Note: you often do want the above when sending out a new constructor to create a new base.

Reply #2 Top

There is a specialize tech in an engineering tree that reduce the mass of support module like cargo by 25%. That should be enough to let you fit two of them. Be sure to make two blueprint of that constructor, so you can exploit the upgrade refill. Use one constructor point then upgrade it to another blueprint for low price, it will refill the constructor point. This is better than build a new constructor, and it reduce the mess of sending constructor everywhere in the galaxy. Now you only need few of them.

Reply #3 Top

The Transport Specialization applies to Transport and Colony modules, not to Constructor modules.  Darn.

 

Syrkeres is correct about a minimum two module constructor build.  I use it as a very early default upgrade constructor for in-system econ bases.

 

The two capacity bonuses in Engineering will allow you to put in an engine, which is very helpful.  What engine depends on how much engine tech you have researched, so that is an unpredictable factor for us.  In the Thalan tech Tree, there is a branch called Gravitonics, which has capacity increases.  I use that and the Engineering bonuses, so with some engine tech, I have little double-module upgrade constructors clipping along all over an Insane size galaxy, chasing down my relics and resource mines. If econ based constructors end up getting requested from shipyards that aren't immediately local, it doesn't matter.  These speedy little things will get there soon enough!

Reply #4 Top

Quoting erischild, reply 3

The Transport Specialization applies to Transport and Colony modules, not to Constructor modules.  Darn.

 

Open your eye and 'ave a gander at this image

http://imgur.com/a/OFKx8

Literally not "Transport and Colony modules."

Reply #5 Top

Wow,  I haven't noticed that message.  I am tempted to say that "constructor" is misspelled as "constuctor" and therefore it doesn't count, but I don't think that will work.  Either something changed sometime back, or my memory is accessing a parallel dimension again.  Thanks for the head's up!

Reply #6 Top

Quoting erischild, reply 5

Wow,  I haven't noticed that message.  I am tempted to say that "constructor" is misspelled as "constuctor" and therefore it doesn't count, but I don't think that will work.  Either something changed sometime back, or my memory is accessing a parallel dimension again.  Thanks for the head's up!

 

IIRC, it was like this since the game came out as Beta. The spelling error get you good but it doesn't make sense why it should reduce the mass of transport module since the planetary invasion tech is in another tech era. I always grab this and buy +1 move from an AI if they did research it.

Reply #7 Top

I always used to think constructors on small hull is cheaper than cargo hull...... running my whole empire with double construction module on small hull.

 

Then only recently i finally worked out that even in the very early game, two modules on a cargo hull is cheaper than one module on a small hull..... well not 'cheaper' per ship, but cheaper per constructor module. Eventually when you get five constructor modules on one cargo hull, plus double constructor power from ideology, you can literally build an advanced economic starbases on the spot with one cargo hull constructor ship,,,,, brilliant!

Reply #8 Top

I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out.

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Reply #9 Top

Quoting Syrkres, reply 8

I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out.

Took me a few seconds to understand what you are talking about, then i'm like, "oooooooooh yea, nice one!"

Reply #10 Top

Quoting Syrkres, reply 8

I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out.

Here is more trick that will make an AI hate you. You fit your cargo hull with nothing but hyperdrive and life support just to get it reach far away destination. Once you reached your intended target, refit it into heavily fitted cargo hull with constructor modules then build starbase on the spot. This is how i hijack most of resources from AI. Reaching far away place from shipyard but it is still in normal operation range without life support? Just fit the whole thing with hyperdrive to get it reach super fast. Work well with prototype hyperdrive too since it refund the resources back once you change it's loadout or use up.

Reply #11 Top

Quoting FreedomFighterEx, reply 10


Quoting Syrkres,

I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out.



Here is more trick that will make an AI hate you. You fit your cargo hull with nothing but hyperdrive and life support just to get it reach far away destination. Once you reached your intended target, refit it into heavily fitted cargo hull with constructor modules then build starbase on the spot. This is how i hijack most of resources from AI. Reaching far away place from shipyard but it is still in normal operation range without life support? Just fit the whole thing with hyperdrive to get it reach super fast. Work well with prototype hyperdrive too since it refund the resources back once you change it's loadout or use up.

You could make a billion resource starbases all over the universe.... It does not make the AI hate you in the slightest, only if you reject their request to hand it over if it ever gets in their territory.

Better to squeeze in a prototype survey module on that cargo hull then use anomalies to boost you along.... better to take a constructor with you though because long distance upgrading is very slow. Ok once you do build the distant starbase your cargo survey ship now has range to flog more anomalies

Reply #12 Top

Which is why i want the ZOC to be able to flip starbase like in GC2.

Reply #13 Top

Quoting FreedomFighterEx, reply 12

Which is why i want the ZOC to be able to flip starbase like in GC2.

Nah.... for one thing, the player knows how to exploit influence much better than the AI

Also starbases are not carriers of civilian populations like planets, so that's why planets are vulnerable to culture flipping and starbases are not.... its perfectly reasonable i think?

Reply #14 Top

I've never seen a starbase flip in two, only the asteroid mining bases.

Reply #15 Top

Quoting admiralWillyWilber, reply 14

I've never seen a starbase flip in two, only the asteroid mining bases.

 

I have never seen any AI starbases flip in galciv2 - naturally. But i have had one or two of my own ones flip.