hmmm... When I first started playing this game years ago, I did alot of experimenting, and unfortunately I have forgotten alot of the data that led me to my current methods. Somehow I figued that having more than 6 construction/training/shipyards in one system is inefficient. What I do is: Every sector has a planet with 6 construction facilities (I consider this the "capital system" in the sector), a planet with 6 shipyards, and a planet with 6 training facilities. For defense, each system has 2 gencores. As soon as I have the ability for Gencore II's, I phase them in to replace the I's...I put two II's of course. Usually they are phased in as the I's are sabotaged. Also, each system has 6 storm trooper regiments stationed on it. The system with shipyards will generally have 30-60 TIE-type fighters, or mix of fighters and bombers to help guard unfinished fleets. The only other system to have TIEs stationed on them are coruscant, and any other system that is getting alot of harassment. The system with the troop training yards will generally have a large stockpile of stormtroopers, mainly as a reserve force to be further distributed. The "capital" system will usually have some extra troops. Overall, my defensive scheme is basic, repetitive, easy to manage, and efficient. The "hit" I take on build times is transmitted to more slots for mines and refineries. I am still able to build fleets in a decent amount of time, and troops and buildings aren't much of a problem anyway. The most important set of buildings are the mines and refineries in my opinion. Nothing worse than having systems blockaded and getting pushed into the negatives on maintenance points. I normally maintain enough mp above my current needs to crank out a death star if I wish.