Shipyard projects and multiple completions at one turn.

So I'm really enjoying this game, to the point I'm diving into the defs and am overriding them to fit my play style, to make some custom galaxies, and even to make a custom layout for a custom planet. Now I wanted to try and play a 1 planet game. For this I lowered the decay in the def and gave me a custom class 45 planet. All in all this seems to be working out fine, though I'm flying through my research even on the slowest research option.

BUT, the one building/ship/project per turn is really hurting me since I have 1 planet and thus 1 hangar. Just to build a 6 ship fleet I now need to spend 6 turns while I could have printed a fleet in 1 turn if I had 6 hangars, despite having the production of 6 hangars combined. For as far as I looked I couldn't find anything in the defs files which allows me to complete multiple ships a turn in 1 hangar.

The same goes for producing modules, treasure hunts, and building buildings. I would love it if the modules and treasure hunts weren't based on a fixed cost, but would give you the amount of treasure/modules based on the amount of construction you put in that turn. For example, I have 300 construction points a turn to spent, 1 module costs me 40. 300/40 would instead net me 7 (7,5) modules that turn instead of the 1 for the mare 40 cost. I don't mind if this isn't in the base game for balancing reasons, but if it can be modded in with overriding a def file I'd be very happy.

If someone has found a way to mod this in, then I'd love to know.

13,755 views 6 replies
Reply #1 Top

Late game you run into this with research as well.  In some cases I'm researching things that cost half of my production so I'm just wasting tons of research points all over the place.  It kind of feels like there is a storage mechanic for research but if there is it just isn't showing up properly and I doubt it stores it indefinitely.

Reply #2 Top

On the research side, we need to balance that inflation a lot more so that tech doesn't just pour in.

On the production side on ships, the plan is to have a tech that let shipyards build +1 ships per turn and later +2 (so 3 ships per turn).  However, this needs to be coupled with a Fleet Suppy concept so that we aren't using gigabytes with tends of thousands of ships.

 

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Reply #3 Top

That would be understandable. Couldn't you copy the logistics stat for fleet size, and make a "global logistics" pool? Perhaps with a repeatable tech with incremental research cost. Anyway, I'm enjoying the game so far, so I'm sure you'll find a solution to playing tall compared to playing wide.

For the shipyard missions it would perhaps be nice if we can just make them passive instead of active. As in, "this mission will be done when nothing else is in the queue". So we don't have to "micromanage" our dozen(s) of shipyards by refilling the queue.

The notifications can also be a bit annoying for these missions, since they are pop-up notifications. It would be nice if all the results for these missions (from all the shipyards) would be combined into 1 notification, which isn't a pop-up (or can be disabled). Same goes for automatic pop-up for finishing a research or for constructing a colony ship or for colonizing a planet (the "are you sure?" + name pop-up). Would like it if we can get an option to put all these pop-up notifications into the non-pop versions which are shown with the rest of the non-pop notifications in the top left corner of our screen.

Cheers.

Reply #4 Top

Hi all.

There is another problem. Once you have built everything at the shipyard, it is impossible to continue the game, since the ability to produce money and the like has disappeared. This feature was available before version 1.65. After that this function disappeared.

Best Regards

Reply #5 Top

Quoting Vovikking, reply 4

Hi all.

There is another problem. Once you have built everything at the shipyard, it is impossible to continue the game, since the ability to produce money and the like has disappeared. This feature was available before version 1.65. After that this function disappeared.

Best Regards

I believe you are thinking about the Planet production screen and producing money is still an option.

You can always build ships in the shipyard and other than building Treasure Ships you never could produce money there.

Reply #6 Top

Just adding emphasis to two points here: 1) The "global logistics". Stellaris does this well, basically limiting the number of "fleets" you can have and then having you manage fleets instead of shipyards, where the shipyards just automatically take on jobs based on fleet requests. and 2) PLEASE let us turn off the notifications for treasure hunt and research jobs. That is literally half of my playtime in the late game, just clicking through those messages.