Why? What do blue belts offer you in the midgame? Instead of running 4 blue belts anywhere, run 6 red belts. 6x11.5 == 69 iron per tile of 6xRed belts. While 4x31.5 == 126 iron per tile of 4xblue. And when you see the price of 12x1.5 == 18 iron per tile of 12x Yellow Belts, you can start to see the serious cost-savings advantage of staying on earlier game tech for longer periods of time.dood wrote:Blue belts are nowhere near that level.
You secured a big chunk of iron ore and some oil, you're good to go and you should take the plunge earlier rather than later.
When you start getting t3 assemblers sounds about right. Nowhere near endgame.
Fun fact: changing the t2 assemblers and belts of a build to t3 makes the entire thing 50% faster without starving the belts.
Its not like you spend any player-time placing belts in the midgame. Construction bots lay out the designs. So it doesn't matter if you're using yellow, red, or blue. They'll pick up the correct belts from the mall and place the proper belts in the correct locations.
The only time you should use blue-belts in the midgame is when you CANT use "more red belts". IE: your original early-game mainbus (which was likely built too small and weak to scale). "New designs" where you expand your base out a bit should generally use red-belts. Early game main-bus designs SHOULD be small and compact, so its a natural fit to upgrade those mainbuses to blue. But moving forward in the midgame??
I generally stick to red. EDIT: Mostly because red-underground size of 6 is way better than yellow-underground size of 4, while blue-underground size of 8 feels superflouous to me. (Useful for sure in endgame builds, but 6-size of red-undergrounds are a great balance between costs and practicality).
Well, its either Prod3 Modules in all smelters, or grow your mines by 20%.Prod mods in smelters is some new level of desperate.
And yeah... making 20% more outposts is way harder. Welcome to endgame thinking.