Right, I didn't actually play a game with them. The mineral and time requirements were just off the scale.
That is not really true. In my current game for example I fielded this (
spoiler alert):
Ha'tak class Mothership 2,200,000 tons 44395 Crew 1442549.5 BP TCS 44000 TH 6600 EM 900000
15000 km/s Armour 24-1506 Shields 30000-300 Sensors 3750/3750/5/10 Damage Control Rating 4029 PPV 3257.72
Maint Life 4.64 Years MSP 1651270 AFR 9609% IFR 133.5% 1YR 124979 5YR 1874691 Max Repair 10500 MSP
Intended Deployment Time: 36 months Flight Crew Berths 9013
Hangar Deck Capacity 232000 tons Cryo Drop Capacity: 116 Battalions Magazine 14228 Cargo 75000 Cargo Handling Multiplier 120
Jump Gate Construction Ship: 20 days
Recreational Facilities
Salvager: 2 module(s) capable of salvaging 5000 tons per day
2500 EP Stealth Photonic Drive (264) Power 2500 Fuel Use 0.88% Signature 25 Exp 5%
Fuel Capacity 150,000,000 Litres Range 1394.6 billion km (1076 days at full power)
Ancients Shields (2000) Total Fuel Cost 30,000 Litres per hour (720,000 per day)
Gold Pyramidion cal.377-80r-45.24m (1) Range 1,400,000km TS: 25000 km/s Power 377-25 RM 12 ROF 75 377 377 377 377 377 377 377 377 377 377
Tac Defense Network cal.4x6-5r-720k (16x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 12 ROF 5 6 6 6 6 6 6 6 6 6 6
Phalanx Turret cal.4x24-5r-2.88m (16x4) Range 1,400,000km TS: 50000 km/s Power 96-100 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
Staff Cannon cal.50-25r-1200k (60) Range 1,200,000km TS: 25000 km/s Power 125-25 ROF 25 50 50 50 50 50 50 50 50 50 50
Staff Cannon cal.9-5r-1200k (60) Range 1,200,000km TS: 25000 km/s Power 22-25 ROF 5 9 9 9 9 9 9 9 9 9 9
Ion Cannon cal.24-5r-1.44m (1) Range 1,400,000km TS: 25000 km/s Power 24-25 RM 144 ROF 5 1 1 1 1 1 1 1 1 1 1
Gravity Shield (30x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
Beam Tactical rated 700k-100kps (3) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant PB-1 (1) Total Power Output 400 Armour 0 Exp 5%
Vacuum Energy Power Plant PB-1.5 (8) Total Power Output 4800 Armour 0 Exp 35%
Size 32 Ancients Torpedo Launcher (8) Missile Size 32 Rate of Fire 80
Naquadah Bomb Sluice (1) Missile Size 100 Rate of Fire 250
Size 12 Seeker Hatch (1) Missile Size 12 Rate of Fire 30
Torpedo Tactical rated 5b-res17 (1) Range 5,009.6m km Resolution 17
Seeker Tactical rated 65.6m-res8 (1) Range 63.6m km Resolution 8
Bomb Guidance CPU rated 2.25m-res1 (1) Range 2.3m km Resolution 1
Naquadah Bomb (31) Speed: 30,000 km/s End: 11.3m Range: 20.4m km WH: 567 Size: 100 TH: 100/60/30
Ancients Seeker Drone (243) Speed: 250,000 km/s End: 4.2m Range: 63m km WH: 36 Size: 12 TH: 1416/850/425
Plasma Charge (300) Speed: 250,000 km/s End: 0.1m Range: 1.7m km WH: 171 Size: 12 TH: 1666/1000/500
Ancients Assault Torpedo (144) Speed: 281,200 km/s End: 60.5m Range: 1020.5m km WH: 225 Size: 32 TH: 1499/899/449
Ancients Missile Scanner rated 6.75b-res1 (1) GPS 9000 Range 6,750.0m km MCR 735.1m km Resolution 1
Ancients Sensor Suite rated 30.187b-res20 (1) GPS 180000 Range 30,186.9m km Resolution 20
Ancients Redundant Sensor Orbs rated 3b-res2 (1) GPS 5760 Range 3,054.7m km Resolution 2
Thermal Sensor TH50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (1) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Phased Gravitational Sensors (1) 5 Survey Points Per Hour
Phased Geological Sensors (2) 10 Survey Points Per Hour
Compact ECCM-10 (6) ECM 100
Cost point:
At the time where I built this (approx. 150 years in) that barely made 3% of my pool for Gallicite, and completely irrelevant percentages of everything else. It also took barely a year to manufacture. Since the building time curve flattens the larger a design is, building larger ships actually results in faster build-up of firepower. Like 2 small ships would take longer to build than one x2 sized one. A minor advantage.
The reason I only built this so late is just tech level btw. and not resource shortage. I could have fielded one much earlier without much pain (probably 50 years in), but there was just no need for my mainly mining based passive empire at this age. So expensive about this is just the Gallicite (more due to tech level here again - ..every later ship has this problem) and then also the initial shipyard build-up, which can cost millions of duranium and neutronium. However, once you have one with your largest ship assigned, you can usually use it to built every other ship in your repository as well, so that is when those costs stop.(..and who cares about a one time 2m investment in duranium and neutronium at times where your storage begins to count in multi-millions anyway)
So I could have had a fleet of 20-30 of those, but even that would have been to many ships for me to bother managing by hand.(in single task forces that is..)
Vandermeer most players appear to stick with a base population of 500m with setting up their player race. With this size population there is a economic limit to ships sizes that can be realistically supported.
They also normally do not alter the starting shipyards. Since the starting military yard is normally no larger than 10k people tend to try to fit familiar class designations within this scale. Yes the yards can scale up, but with such a small starting point that takes a very long time.
The other limiting factor is resources. Again because of small starting populations the ability to extract sufficient resources to build and maintain large scale ships just isn't practical. Yes planets with very high quantities of critical minerals are found, but usually with very low accessibility. The low accessibility requires high numbers of mines to extract the needed quantities. Then you run into the need to either transport said minerals to your manufacturing centers or move the manufacturing centers to the minerals. Moving the MC's requires habitable worlds for the support colonies.
If played with most of the baseline populations statistics untouched it quickly becomes a vicious circle.
Aha, you think because I started at 10 billion people in the Warhammer game, that is how I usually do it. No no, just at the time I had just lost my old game to intense slow down, but I wanted to get up quickly to the same grade of development to kind of simulate "continuing" the old game. In my current game I started just like everyone else with 500m people (the world of ancient egypt), conventional even, no tech points, and nothing extra with shipyards too (never did manipulate anything here in any game).
And yes, this is the game where I built the 74m Gallicite fortress mothership. Not saying it was easy to get this, but in 250 years, you just have this kind of resource.(even without really expanding everywhere you could - as I said there, I basically mostly bunkered down and opened mining colonies only on the most viable spots, because I hate having too much administration burden)
If you know how to mine efficiently (0.1 acc. planets are strangely and counter-intuitively the way to go here), there is really nothing stopping you resource or shipyard, or population size wise. You can get into wealth problems if not cautious, but of course that issue can be foreseen countered too.
On other note, my first freighter in this game was actually a huge 50 cargo bay one too. Nothing did stop me from doing this in this very conventional game. My home planet wasn't even that rich, with I think barely more than a million duranium at start, and Sol generally not that heavy. Did not stop gigantism for me, uh no.
...Maybe I should make a documentation thread of an open game to show this of and prove it.
@Theodidactus:
True, there is no real practical reason to build this large, as you can achieve most with larger numbers of smaller craft. Well, there is a difference for civil designs. My 50 cargo hold freighters for example (weighting 2.2-2.4m tons) can usually strap on a gate builder, recreational facilities and around 4 salvagers without really expanding their total tonnage unnecessarily. This has the advantage of indefinite crew deployment, and nice multi role abilities, so I don't need to build some other specialized ships to fulfill this. Came up in my second game, when the 'loss of morale' messages of my freighter trails started to unnerve me.
For military ships however, this is not really needed, unless you want a combination mothership craft like the one above that has those abilities too.(since recreation and gate building is around 100kt each, you would need designs in the millions so this doesn't dominate the design and renders it ultimately uneffective)
But that is not the point. I knew already that it would strictly be more efficient to have military fleets of smallest possible parts. Yet, for once, "most efficient" doesn't mean it is "necessary" to do things so perfect (like I fare pretty fine in the games where I abandoned this), and then at times of extreme resource abundance it also becomes quite bothersome to manage so many little wheels.(it would have been hundreds just to fill the space of one of the Ha'tak above, and I could have had quite a lot of those too...)
Anyway, that is actually not my criticism, nor do I in any way really criticize the procedure. I just find it baffling that no one (out of many) let loose of his creativity and just made what he wanted no matter what would be wise. Like, I saw Aurora posts on three other forums before coming here with either people discussing how things are done, or presenting their games with story and all. Nowhere did one ever differ from the doctrine, like they have all been brainwashed. The reasons to follow these plans are good, but in no way compelling, so by the laws of statistics, this has to be declared a phenomenon.