- Yes.
- It varies. Some NPRs are very friendly, others will attack you if they feel provoked, still others will attack you because it is Tuesday. This cannot really be predicted except from observing the NPR actions and behaviors.
- The diplomatic modules requires no research, it is a readily available component. If you have a spare shipyard it is a good idea to build a few diplomatic ships with a commercial engine (thus requiring no maintenance) and park them at a suitable location.
- Missiles are fine for jump point defense. JP defense is a situation where beam weapons are highly effective, since you don't really have to close the range on enemy ships and due to jump shock you will get 1-2 free volleys of fire before the enemy can reply. However, missiles can also take advantage of jump shock reasonably well if you have enough to overcome any point defense.
If you are committed to using only missiles, a well-armed fleet is a perfectly good JP defense, but dedicated missile launcher bases at the jump point can also work if you are able to deploy the necessary maintenance facilities to keep them serviced, or use a tug to swap them in and out for overhauls periodically. I would probably just use a battle fleet, NPR jump point assaults are not that dangerous as they are vulnerable due to jump shock at the start of the battle and otherwise it is just like any other battle. You can also just keep a sensor picket at the jump point and send your fleet out to engage the enemy if/when they attack, which is exactly the same as any other battle, if you are worried about enemy beam weapons.
1. Got it . . it's sad. How, in principle (without engaging in combat), can I assess the power of NPR? Place an inconspicuous sensor station near their planet?
What sensors should it have in order for NPR to notice them with the minimum probability?
2. Hmm . . . what could provoke them other than finding my warships in their system?
4. I do not quite understand exactly how to effectively use missiles to protect the jump point.
How much time bonus will I have? Does NPR use a construction that can reduce the shock time to 11-30s, or a standard jump? These are two huge differences . . .
I only see two potentially effective options:
1) Create missiles, with a range of 2 million km, but very fast, invest in missile reload speed technology, and eventually meet the enemy, firing every 10-15 seconds with many fast and powerful missiles.
On the other hand . . . I can do almost the same thing with two-stage rockets . . . Can't you?
The question here is how many shots I have. If 1-2, then there is no special sense, probably, but if 10-15 after a normal jump, then it is very powerful . . .
Hmm . . . You can also create fast enough ships that can overtake the enemy, being constantly at a distance of 2 million km, out of the reach of enemy beam weapons, while I can shoot these fast and powerful missiles for a long time!
Or, conversely, build stations, saving on engines.
2) Create fighters with rocket launchers, and place an aircraft carrier, or a station with hangars at the jump point.
But here the question arises . . .
How long does it take for fighters to leave an aircraft carrier and how long does it take for them to reload?