Just saw this on Reddit. It's especially interesting to me because he assumes the land claims that came with old Pioneer pledges and are still available with the $15k Praetorian Pack and up will function differently to the aUEC land claims that most players will have, conferring important benefits. And now that Adjudicator bought the Praetorian Pack [
> ] we have one! I was gagging for that pack only for the Idris-M, but now I am glad it also gives us a permanent free land claim and look forward to figuring out how to best utilize it to gain an advantage over the pleb players who won't have one.
https://www.reddit.com/r/starcitizen/co ... nstructionjsbot-02 wrote:Some Thoughts on the Impact of Base Construction on FleetsPreface. Base construction is a vast and complex system that significantly impacts fleet operations. It can be divided into three phases: the
construction phase, the
production phase, and the
expansion phase. To achieve efficient base construction, resource allocation across these phases must be carefully managed. Drawing inspiration from real-world administrative and financial systems, I propose the following framework. These are personal opinions, not representative of any group, and are intended to foster discussion and optimization.
1.1 Construction Phase. The core challenge in the construction phase is
land acquisition. Years ago, CIG sold "land claims," but due to high pricing and the distant timeline for base-building gameplay, player purchases were limited, with most claims capped at 4×4 units. As of 2954, the Pioneer no longer includes land claims by default. Globally, there are approximately 4,000 8×8 land claims, averaging
1–3 per fleet. These larger claims will be critical for early-stage base construction.
Cash-purchased land claims (via real currency) may differ from UEC-purchased claims, potentially offering tax reductions or other benefits. Thus, early fleets should prioritize cash-acquired 8×8 claims for
permanent infrastructure (e.g., command centers, trade hubs, industrial facilities). UEC-purchased land should focus on
forward outposts: defensive/offensive garrisons, troop depots, resource collection hubs, and supply relay stations (to reduce reliance on returning to the main base).
1.2 Production Phase. Once construction is complete, fleets enter the production phase. Members specialize in roles (combat, resource gathering, refining, and building defensive outposts) to accumulate resources and capital. During this phase:
- Combat targets should prioritize NPCs/AI (e.g., bounty missions). Avoid provoking conflicts with other fleets; focus on covert development without formal alliances.
- Resource gathering should prioritize materials for defense infrastructure and outpost construction, preparing for expansion.
1.3 Expansion Phase. In the expansion phase, fleets shift focus to capital deployment and territorial growth. Resource allocation tilts toward combat readiness (reducing construction investments). Expansion strategies vary by fleet and may involve morally ambiguous decisions, which this document will not detail.
2.1 Resource Allocation Across Phases**
Proposed Allocation Ratios: 10%–10%–40%–40%
2.1.1 Construction Phase
- First 10%: Permanent future production shares for land contributors. Example: A member contributing an 8×8 claim receives 2% of future output.
- Second 10%: Shares for construction labor, allocated based on contribution.
- Remaining 80%: Reserved for the fleet’s public warehouse.
2.1.2 Production Phase
- 40%: Reserved for public warehouse (funding fleet-wide activities).
- 40%: Time-limited shares distributed to contributors based on labor input.
2.1.3 Expansion Phase. Maintain production-phase ratios. Adjustments may temporarily reduce permanent shares to fund wars or expansion.
3.1 Base Location Strategy
3.1.1 Core Infrastructure
- Priority locations: High-security zones (HSZs) under UEE jurisdiction (e.g., Stanton system planets) to minimize attacks.
- Terrain:
- Large fleets: Flat plains for scalability.
- Small fleets: Forests, mountains, or swamps for natural concealment.
3.1.2 Layout Design
- Central Ring: City hall, residential zones, and trade hubs clustered equidistantly.
- Middle Ring: Hangars and basic warehouses interspersed near residential areas.
- Outer Ring: Industrial zones arranged circularly to act as a defensive buffer.
4.1 Security and Defense
- Central Ring: Minimal security at city hall, core warehouses, and trade routes.
- Residential Zones: Periodic surveillance systems.
- Middle/Outer Rings: Heavy defenses around hangars, warehouses, and industrial facilities to delay enemy advances.
5.1 Access Permissions
- City Hall: Concealed location, restricted to leadership.
- Core Warehouses: Hidden in obscure terrain, leadership access only.
- Residential/Hangars: Open to all members.
- Industrial Zones: Restricted to production personnel.
- Trade Hubs: Public access lanes with defenses maintained.
6.1 Counterintelligence Measures
- New Members: Limited to residential/hangar access until probation ends.
- Reporting System: Reward whistleblowers; enforce collective punishment for unreported espionage.
The replies are predictably cynical.
Asmos159 wrote:I think you're expecting far too much on how things will work.
Somebody finds a point of interest such as a defensible location, or area near a good or vein.
Yeah place down the claim to prevent others from claiming that area.
People come in with equipment and resources to build the infrastructure you deem needed.
When you decide to move to another location because the ore vein is gone or something. Yes salvage what you can, and abandon what you can't.
Buying location of a good ore vein from someone is just a flat upfront payment.
jsbot-02 wrote:In my vision, the main city—that is, the fleet’s primary base, which serves as the initial hub during the early construction phase—will remain fixed in location unless exceptional circumstances arise. Regarding concerns like mineral vein depletion or resource distribution challenges you mentioned, I believe temporary outposts could be established to address these issues. However, all resources would ultimately be centralized and processed at the main base. This is just my perspective, though your points are quite valid as well.
Asmos159 wrote:The closest thing to "a main City" that we are going to get is a defensible location with space to fit a lot of infrastructure.
The only reason it is not abandoned quickly is because the quality of any other spots found is not so much better that it is worth setting up the infrastructure again.
The two options are that the org has members assigned to coordinate everything, and the org pays for all the work. Or, The org declares where they have decided their hub to be for people to set up their own infrastructure, and everyone would share defenses.
CIG have mentioned activities that are a massive money sink for orgs. So the orgs participating in this gameplay will need to have membership fees to get the credits to cover expenses.
So the business model is that you need to be a member in order to make use of the infrastructure. Everyone involved in the infrastructure gets paid for the work they do.
JN0115 wrote:Bro has never tried to build a base on a public ARK or Rust server lol.
This is a fun but dumb reply. There are clans in
Rust and
ARK that work exactly like the dude spelled out. Yes they are very few, but they are huge and well-run and they will ruin your shit if you're anywhere near them.
jsbot-02 wrote:I've played Rust for 1,000 hours and have never built a house above ground—I've only lived in cave bases, lol.
AHRA1225 wrote:This is some fantastical level of thinking. Your vision is a decade away at best even if they go that hard on construction.
It’s gonna be a standard hanger pad or building. A standard living quarters and a farm module or storage module. Maybe two types of gun turrets and that’s it. This shit will be so bare and basic you guys are gonna lose your minds when it comes out and cry about how it wasn’t anything like your crazy imagination.
It won't be that bare. We've seen the last CitCon presentation. It will be
Satisfactory-lite TO START WITH. And even RTS-lite. The dude's plan isn't daydreaming or wishful thinking. Stuff will work roughly the way he presented it for people in medium-size-and-up well-organized orgs.
Debtfree58 wrote:So looking forwards to this as I plan to build my own industrial base.
This guy gets it. They really are going for galaxy-spanning industrial engineering, and they will succeed because CR never fails at anything, like me.
Ian_everywhere wrote:I just hope we can change our home location to our base(s).
I am sure we'll be able to.
Which brings me to a subject I am torn about. Should we use Adjudicator's cashbought land claim on his planet, Hurston, just because it's his land claim, or should we look for the best location in the entire galaxy? As Emperor I have the ultimate power to make the decision here, and obviously the most effective and efficient choice would be to look galaxy-wide, but as a leader I feel compelled to reward each player's contributions, and the best reward here would be to let Adjudicator pick a spot on Hurston.
I think we'll go with Hurston UNLESS there prove to be MASSIVE DRAWBACKS to doing so over picking another location.
And I'll close this post by embedding the base-building segment of the last CitCon. It really is VR RTS and VR
Satisfactory, and everything is massive and beautiful and hyper-detailed. It will be (yet another) revolution in real-time gaming courtesy of Chris Roberts, and the dude's analysis above is by no means exaggerated or superfluous but merely a starting point for what's coming.
CitizenCon 2954: Crafting Your Home
https://www.youtube.com/watch?v=AmwKD_f ... rFn-jDvuVr