Lokked
Posts: 2
Joined: 4/13/2020 Status: offline
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I loaded up the game for the first time in a few years. Still awesome. I searched around for efficient starting Constructors, Explorers and Bases, and found a mix of information regarding Construction Yards and Manufacturing Plants. I am using the Bacon Mod + Retreat's UE + Das Chrome Blue mod package. I did some testing: Storage Units: I'd read that 2 is enough. It's not. Neither is 4 for certain Mining Bases (Exotic Miners). Stick with 8 to 10. This could be a Bacon/UE mod feature, but Constructors like to haul around 50 of each Ship Component Resource, ON TOP of what they need to construct whatever you'd tasked them with. I made the following Constructors: Single Construction Yard, Single Plant: 1 Construction Yard 1 of each of the 3 Manufacturing Plants Multiple Construction Yards, Single Plant: 20 Construction Yard 1 of each of the 3 Manufacturing Plants 3 to 1 Construction Yards to Plants: 18 Construction Yard 6 of each of the 3 Manufacturing Plants I tasked them with the following, and here are the results: Building a Base (Resort Base in this case - 36 Components): They all took the same amount of time to complete the base. They all started manufacturing the parts when they reached the location, and those parts were done almost instantly (1 update tick). You can determine this by double-clicking the Constructor and checking out the Cargo tab just before it reaches the destination and then after you hear the construction noises. The time consuming part of constructing bases is assembling the parts. More than 1 Construction Yard does not seem to help with this! Repairing an Abandoned Ship Again, they all took ALMOST the same amount of time! The different was negligible and not worth putting more than 1 Construction Yard on the Constructor. Regarding Construction Yards and Bases, I also ran this scenario, building 20 ships that each had 20 Crew Quarters and 20 Life Support Modules (so I could keep track of how fast things were built and assembled): Base w/1 Construction Yards and 1 of each Manufacturer: All modules for all 20 ships were built almost instantly. Construction was EXTREMELY slow, as only 1 ship was worked on at a time. Base w/21 Construction Yards and 1 of each Manufacturer: All modules for all 20 ships were built almost instantly. All ships were constructed concurrently and completed at the same time. Base w/21 Construction Yards and 7 of each Manufacturer: All modules for all 20 ships were built almost instantly. All ships were constructed concurrently and completed at the same time. This leads me to believe that you only ever need 1 of each of the Manufacturing modules for nearly any project. Multiple Construction Yards helps with building multiple ships (1 ship per Construction Yard), but does not help with single-ship projects (like repairing or building bases). NOTE: I could not upload the file with the .dwd extension. I had to upload it as a .txt file. Rename the file to .dwd and then load it ingame from the Ship Designer screen. I've attached a file with my starting ship customization that I use with an Pre-Warp/Shadows start. There are 5 Mining Bases: Mineral Mining Station, Luxury + Mineral Mining Station, Gas Mining Station, Luxury + Gas Mining Station, and Caslon Mining Station. If you're going to use it, delete all of your existing Base and Scout/CST designs. I don't recommend using automation to build stations, but if you do, make sure your basic Mineral and Gas Mining Stations (MMS and GMS) are all that's shown in your Design screen when you select the option of "Show Latest Buildable Designs". This is what the game uses when you indicate you want a mining station built, but don't specify exactly which Design. This way, all you need to micromanage are building the specific LMMS and LGMS on Luxury resources, and Caslon on Caslon resources. The CaslonMS is to ensure you have enough docking space and cargo space to manage fueling properly. You should do something similar when you obtain the technology for other fuels sources. For Bases, I use a single base that I upgrade at critical points. Set Energy Tech to Energy Collection and High-Tech to Colonization. Build a "SSP Start" and pump out 2 Scouts immediately, so you can send them to the 2 ruins in your starting system. Once that's done, immediately retrofit to "Upgrade 1 SSP". This allows you to rush Energy Collection and Warp Precursor tech and allows your Private Market to expand. Once you get Energy Collectors, set research to Warp Precursor and retrofit the Space Port to "Upgrade 2 SSP". Adjust the Energy and High-Tech star bases so that you are using up all of your available Empire Research. On Research Screen, click on Research Stations and take note of the "Total Empire Research Potential". Take this number (mine was 280k), drop the 'k' and the last digit (ending up with 28) and divide this by 2 (round down). That's how many of each Research Module you'll want (14 Energy and 14 High-Tech). We don't care about Weapons right now. Retrofit to this. Update "Scout" to use an Energy Collector, if you're using Bacon mod (Bacon Mod causes you to have to use non-FTL travel around stars, to exploring takes a lot of time). Build a CST once you have researched Energy Collectors and build the CaslonGS on the Gas Giant in your Star System that has Caslon (which you should have scouted by now). Mine the rest of the Solar System. When you get Energy Collectors, also update all of the Mining Stations to include 1 Collector. You may need to include another Hab and Life Support, which is fine. Beyond this, update as needed. Put the Warp Bubble on everything. Pump out a bunch of Scouts (10+ if using Bacon Mod, as scouting takes time). Get a few Constructors going. Focus on Energy and High Energy for some time. Upgrade to a Space Station with 15-20 of all 3 Research modules. Keep things going.
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