Hi there! Mind discussing efficient (cost/benefit wise) fleet compositions for various races and at different stages of the game? Dont' forget to mention your game settings: difficulty, galaxy size, state of your empire at the time, etc.
I usually play on brutal, number of stars between normal and large galaxy, oval shape, sparse stars, against 4 rivals.
It seems, initial period of the game is (just like in MoO2) dominated by simplest missile boats. Destroyer or light cruiser hull, no armor, warp line amplifier. Start building once acquire fusion warheads.
Pro: 1) in sufficient numbers (usually 6-8) are effective against any packs of harpies (except largest with 2 Mediators or a single Steward) or pirates; 2) could be built by any colony that already completed a factory. Contra: 1) are ineffective against Marauders (have to pay them); 2) rather costly in metal; 3) not taken seriously by AI rivals.
Tactic is to move away from the enemy, spreading fire evenly or concentrating on 1-2 targets while suppressing others with 2 missiles each (so that they won't form forward PD picket).
Same for all races, with 2.5 exceptions: 1) Tinkers use Vindicator asteroids instead; 2) Human destroyer is unsuitable, have to use CLs, so colony roles are reversed - HW build warships, other colonies colonizers; 3) obvious choice for Yoral is Torpedo Destroyer, but I self-restrict those to only using torpedos, so not much use until Plasma Torps.
Once the rivals are met, and 1st war looms, fleet is supplemented with anti-missile destroyers (frigates for Yoral, starting heavy cruiser for Humans), in sufficient number (usually 4-6) as to shoot down all missiles from ground defences plus, maybe, from 1-2 enemy ships. Handily, no Anti-Missiles tech is needed. Also with amplifiers, but armored. This fleet is tasked with attacking undefended enemy colonies, avoiding main enemy fleet (superior strategic speed is highly desired). Tinkers, with their powerful Vindicators, can confront larger enemy gatherings, up to main fleet in some cases, especially against Orthins, who overly rely on their superior PD. Number of missile destroyers (usually 8-12) must be sufficient to overcome lasers or coilguns on the ground and 2-3 enemy ships. Most ship building efforts go to troopships at this stage.
To be continued...