-snip-
Do you know how many shipyards...
I saw one when I was testing their AMM coverage (which doesn't seem to exist). Didn't know that you took over hostile ships... if I killed the home settlement would the colony flip too?
E: tfw game interrupts when you find a new jump point, but not on combat (RIP CL-Vanquisher)
In rough order:
-No worries about ship size (heh); I usually stick to <10k ton ships until TL4ish. Big ships are painfully inefficient at low tech.
-Well, roughly speaking, that
is how shields work. It's just that they absorb all damage taken rather than having a damage model akin to the armor belt. For example, if a strength 10 shield is hit by a laser that does 15 damage, the shield takes 10 damage and pops (I can't remember if spare damage filters over in the current version, though I'm pretty sure it does). If a ship takes a hit from that same 15 damage laser, it will lose a single tile wide vertical column out of its armor belt. If it has 15 layers or more of armor, it won't take internal damage. If it has fewer, every point of damage left over after the armor penetration will be applied to internal modules.
In other words, if you fire two 12 damage lasers at a ship with 10 points of shield, the shield will absorb one of the hits, pop, and allow the other through. If a ship with a 10-layer armor belt takes the same two hits it will only take 4 points of internal damage unless by some coincidence the lasers both hit the same armor column. You can get a look at the armor belt of any of your ships in the Ships window by selecting one of them and clicking the Armor Status tab. The number of layers is the armor rating you set when designing the ship while the number of columns is dictated by the ship's tonnage.
Basically, because of this, normal shields are only useful as a buffer against weak strikes and to absorb some of the enemy's first attack, even if you've got decent tech. They don't start being a strong defense in their own right until you're nearing 100 points of shield; certain spoilers have several hundred points of fast-charging shields and can still be taken out by a handful of TL4ish ships if you know how to build them. There is also another type of shield, but I'll leave you to encounter that in your own time.
-I take the redundancy point, just remember that the active sensor is almost always going to be one of the most expensive (and most costly to repair) parts of any ship. Once you start using ones good enough to see 1k ton FACs from hundreds of kilometers away they're also pretty darned big. But yeah, this is a great lesson in fiddling around with the settings on all of your modules. 100res isn't necessarily
bad so long as you recognize the limitations. Do note, though, that you want a resolution-1 active sensor if you plan on using AMMs; otherwise you won't be able to target them for interception before they're close enough to hit within a 5-second tick.
-RE: Enemy surrender: If you have ground forces on a hostile world and have inflicted enough damage to them (one way or another; for enemies with large armies I tend to just launch orbital strikes on their ground forces and send in a few brigades to clean up) the world will eventually surrender, flipping to your control with lowered productivity, giving you their credits and installations, as well as some of their ships, information on tech they have but you don't, and occasionally starmap data.