Please bring back shipyard shutdown

Really like the new auto shutdown (once you get it working correctly) but it replaced a manual shutdown button.  i should be able to shutdown my primary mill yards so when i queue up a bunch of starbase upgrades, these military yards do not get swamped with constructor orders

18,347 views 11 replies
Reply #1 Top

you can assign which shipyards a starbase can order from.    Just remove your main starbases from the list.

Reply #2 Top

Quoting Taslios, reply 1

you can assign which shipyards a starbase can order from.    Just remove your main starbases from the list.

You are 100% correct but having to do it to 100 starbases vs just a few yards is my issue

Reply #3 Top

a0152, has a point. It would be far better to have two buttons, one to say do not sponsor star bases and another to shut down. 

Reply #4 Top

Yeah this is the biggest thing they missed on 1.7 - 'default shipyards' should be an option to set once for starbases. We pretty much all are going to be using our main shipyards to build big ships and don't want them spamming out constructors in the build up to war. I just played as the lovely Lord Vega and with all the extra starbases they can build around planets you have to remove the shipyards you don't want over and over and over as you build them Oh and heaven forbid you add a couple of constructor shipyards late game... i just don't even bother adding them to old starbases (which is suboptimal) but it would be a major hassle so just think meh.

Reply #5 Top

eh,  I always set it when I build the new starbase... set once and done.

 

Going in and shutting down a shipyard every time I go to queue up upgrades sounds like a massive PITA...

 

 

I think they need to add a global control  "Starbase" tab to the Govern tabs....      and perhaps allow us to  make priority lists and assign them to our shipyards from the shipyard tab.



Reply #6 Top

That said....  I also think people are playing silly inefficient by never building constructors at their "main shipyard"

Simple math... lets say a Constructor X3 with three modules costs 3000 Manufacturing Points  and BattleshipX costs 20000 MP.

Lets say you have three ship yards     Super which does 15000MP a turn,       Ok which does 5000      and   Deepspace which does 1000.

Shipyards roll over unspent production for one turn.     unless you are able to build your best "battleship" in one turn then throwing a few constructors in there to let them build faster not only allows you to build up your infrastructure faster but does not have a large of a detriment to your fleet as many think.

If you look at the below example...  I have the top example with focusing on Fleet building...     the lower six rows show 6 rounds of Balanced building.

I get 4 more constructors in the same time...  and ZERO less battleships.

Super Production Rollover   OK Production Rollover Deepspace Prod Rollover
Battleship X 15000 0   Battleship X 5000 0 Const 3x 1000 0
Battleship X (done) 5000 10000   Battleship X 5000 0 Const 3x 1000 0
BattleshipX (done) 20000 5000   Battleship X 5000 0 Const 3x (done) 1000 0
BattleshipX (done) 20000 0   Battleship X (done) 5000 0 Const 3x 1000 0
BattleshipX  15000 0   Battleship X 5000 0 Const 3x 1000 0
BattlshipX (done) 5000 10000   Battleship X 5000 0 Const 3x (done) 1000 0
                   
Const 3x  (Done) 3000 12000   Const 3x  (Done) 3000 2000 Const 3x 1000 0
BattleshipX (Done) 20000 7000   BattleshipX 7000 0 Const 3x 1000 0
BattleshipX (Done) 20000 2000   BattleshipX 5000 0 Const 3x (done) 1000 0
Const 3x  (Done) 3000 14000   BattleshipX 5000 0 Const 3x 1000 0
BattleshipX (Done) 20000 9000   BattleshipX (done) 2000 3000 Const 3x 1000 0
BattleshipX (Done) 20000 4000   Const 3x  (Done) 3000 5000 Cost 3x done 1000 0

 

This almost always holds true.     in the long run it is better to let your better or closer shipyards build the constructors and build your infrastructure... over focusing purely on combat ships.

 

 

 

                   
                   
                   
                   
                   
                   
                   
                   
                   
                   
                   
                   
                   
                   
Reply #7 Top

We have addressed the shutdown issue internal, and it should be in 1.71. An opt in should be coming out shortly. 

Reply #8 Top

I have been using the constructor spam deliberately.  When I am doing a massive military research effort that will end with significantly improved ships, I hate to field half-way updated units.  So I deliberately build up a bunch of new economic bases which queue up a bunch of constructor requests.  As I plow through the military research, the big shipyards all build up overflow while processing the new queue.  When my military research is done. the queues all drain out and the shipyards start producing fully developed ships, all with a headstart on the manufacturing.  My shipyards that might take 3 turns to put out the new big ship manage one per turn for a couple turns.  This is worth the wait.  Meanwhile, the new economic bases just improve the ability to put out and support the new ships.

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Reply #9 Top

I am currently in a game on Insane. I have colonized about 30 planets and only have 3 shipyards. I simply hate to have a single shipyward with ONE planet. I would like the dont build or shipyard shutdown option.

 

Mormegiel, thanks for the update. 

Reply #10 Top

erischild Taslios

 

Good points and strategy.  I do the same things at different points in the game.  By the time i am in the mid-late game transition i typically have 2 mill yards that can crank out large ships in one turn and the Hyperion buildings all tied to one of them.  Also by this time many of my R/$ planets have yards and enough pop/mfg to crank out constructors in one turn.  So when I now want to build up a bunch of bases, queuing dozens of constructors, it would be nice and easy to first shut down the 2 mill yards first.

 

Quoting Larsenex, reply 9

Mormegiel, thanks for the update.

Ditto and all your efforts  :)

Reply #11 Top

I support the call to bring back the shutdown button. Sometimes when producing a ship that takes more than one turn to produce, I want to stop sending production to the shipyard. "Automatically idle" can't stop production mid way through a ship. Having both options would reduce micromanagement significantly.