I don't play the Ancient Galaxy scenario often; I tend to prefer custom games. However:
Why when i begin, i start with major shortages in all resources? Like why?
My experience differs from yours. The only resources I find myself short of at the start of the game in the Ancient Galaxy scenario are Krypton and maybe Aculon and Gold, and I find that the freighter fleet tends to fix the shortages reasonably quickly. Maybe you're trying to build up your fleet too quickly? The starting fleet is adequate, though perhaps not great, and is sufficient for your immediate needs even if you go to war with the Dhayut or something like that. Let the private sector build its freighters and give the game time to move resources around; you'll have time to build up your fleet later.
I tried going full missles, and missles kinda pretty much sucked for damage, i dont want to ask which weapon system is the most OP, but in my age of shadows start, lasers were always better than everything else as far as i saw, then again which weapon system is the most reliable.
Missiles are standoff weapons. Missiles will not win a DPS race against blasters within blaster range or against torpedoes at anything short of standoff ranges, and moreover do not gain anything from getting close to the target. Ships which are armed exclusively with missiles must take advantage of their range if they are to defeat similarly large, similarly advanced ships armed with blasters or torpedoes, and in order to take advantage of range, you need some way of keeping away from enemy ships. Give your missile designs a high speed and a high turn rate so that they are better able to control the engagement range, give them tractor beams and area graviton weapons to allow them to force enemy ships to stay back at least a little, set their engagement stances to standoff or maybe evade regardless of the relative strength of the target (note that evade chooses the engagement range based off of the range of the target's weapons, which can cause some issues - namely, closing with shorter-ranged opponents and sitting too far from the target to engage it against opponents with similar or greater range), maybe give them a railgun or two to try to scare off anything that gets too close, have them work with ships that can hold enemy vessels in position, etc.
Also why are there only like 3-4 sources of chromnium and a few of carbon fiber?
For the size of empire you start with in the Ancient Galaxy scenario, 3 or 4 sources of chromium and "a few" sources of carbon fiber are probably plenty, even with a decent amount of expansion.
Also how many mining bases should i have per colony?
Depends. How many active shipyards of any significant size do you have per colony (or how many colonies do you have per major shipyard, if you'd prefer to express the ratio that way)? About 1 decent, nearby source of each strategic resource per active major shipyard is good in general, though you will preferably have an additional source or three for any resources for which there is a particularly high demand during ship construction - large quantities of steel, for example, tend to be necessary for ship construction, so having a few additional nearby sources of steel is good. If you find yourself running short of any given resource at the shipyard, try adding another nearby mine or two for that resource, if you can. Note that more active shipyards and clusters of shipyards may need more mines than would otherwise be necessary.
I will add that if you really wanted to do so, you can calculate the time-average resource production you need in order to maintain a given rate of ship construction at your shipyards, which will allow you to determine how many mines you require. However, I personally would not do this; you'd need to figure out about how many ships you can build at your shipyard in a given period of time and then figure out how many resources you need to build those ships, which gives you a time-average resource consumption rate, which you can then compare to resource production rates of the mines you have or can build in the area. It's not hard, but it's tedious and more involved than I'd be willing to bother doing for a game, especially since it'd change whenever you upgrade your construction yards or alter the designs of the ships you're building.
I wasnt building anything other than spamming mining bases all over the place and i always had shortages of everything. I had 50 caslon gas mines and i still had caslon shortages on my main stairports. So its a freighter issue? or too many mines issue?
Unless you're running into issues with the private sector running out of money, you probably haven't hit a point where you have too many mines.
A greater concern, however, is the proximity of the mines you have to the points of use for the resources the mines collect. Even with a fully-powered and fully-upgraded Torrent Drive, it takes 55 seconds of real time at normal game speed for a ship to cover a distance of just 1 sector; with an unupgraded Equinox Jumpdrive, it takes 107 seconds to cover that distance. That's before adding in jump initiation time, time taken for docking and departure maneuvers, and any time spent waiting for a docking bay to become available. An in-game year lasts only 10 minutes of real time at normal game speed. You do not want your freighters to have to go very far to get resources if you can avoid it.
I would further suggest that if you're running into fuel issues with 50 caslon mines, it may very well be time to get the state and private sector onto different fuel types, or at least take a good look at your ship and base designs and at what you're doing with your ships to see if there are any places where you could increase fuel efficiency without it costing you too much. Putting the space navy on hydrogen while the private sector's freighters and mining ships stay on caslon or vice versa roughly doubles the available fuel supply. Ensuring that all ships and stations have enough energy collection to cover idle power requirements and giving ships and fleets "move to" rather than "patrol" orders reduces fuel consumption, potentially by a significant amount, without costing you much of anything.
Also consider whether or not the fuel capacities of your ships are overly-large. Every time a ship goes to refuel, it will reserve an amount of fuel equal to its maximum fuel capacity whether or not it actually needs that much fuel, and all of that reserved fuel is unavailable until the ship finishes refueling. Time-average fuel production across the empire may very well meet or exceed your time-average fuel demands, but it takes time for that to get distributed throughout the empire, and local demand, especially when large numbers of ships with high fuel capacities all try to refuel at once, can easily exceed local stockpiles. There's not really any hard rule for how much fuel capacity is "enough" or how much is "too much," but take some time and think about how much fuel you actually need to have on your ships to get them to the intended area of operations, how much you need to allow your ships to stay in the area of operations long enough for whatever you want your ships to do, and how much fuel you need for them to make the return trip. There's an enormous difference in the instantaneous stress placed on the local fuel supply by a ship which has a fuel capacity of 300 that refuels after two minutes of combat and a ship with a fuel capacity of 3000 that refuels after 20 minutes of combat, even though the time-average stress is roughly the same.
< Message edited by Aeson -- 9/2/2016 10:08:14 PM >