1. Scouts don't really provide benefit over a light frig for scouting purposes int he first few minutes of the game. Information is power, but only when you can capitalize on it. 2. The ideal build is probably more like ~2 light frigs (as many as you have adjacent jump nodes), 1-2 colonizers, and then fill out the rest of the ~4 light frigs you'll want to take out neutral defenders. If you want to build scouts immediately thereafter, or ~4 mins later? Sure, you can do that.
Axehilt
[quote]Even if you lose the ships, the logistical infrastructure is still in place and cannot be easily dismantled, which is the idea behind having it as a sequential tree.That being said, there is a problem with large endgame economies being handicapped by fleet logistics.[/quote] That's incorrect. Upkeep is a constant expenditure. There's no reason an empire would continue funding unnecessary support mechanisms. It would ditch the support personnel and cease refueling/maint
That's not a flaw. That's a 3v1 fight. It [I]shouldn't[/I] feel fair if the game is designed correctly. Even so, in that situation he [i]shouldn't[/i] have a max-capacity fleet by the nature of his resource situation (3 planets). So you can attack with a smaller fleet and then fight off his friends with the main chunk of your fleet (in addition to fixed defenses, which cost no fleet capacity). The flaw in Fleet Capacity is more that you can't reduce it - so your upkeep can b
Hmm, I'm pretty new too but this event actually seemed to benefit me in the longrun. My military was lagging behind the other races that game when the pirates spawned and wiped out pretty much everything that wasn't attackable by transports. Everything but asteroid mines. Since I was behind slightly, having all ships wiped out was slightly better for me than the other races. What I did was observe the types of ships the pirates used and researched the counter armor and large