Posted by: sonofliberty
« on: March 24, 2012, 07:10:40 PM »Where is the civilian shipping tab?
NVM, found it.
NVM, found it.
My problem seems to be that after 5-10 years and great deal of subsidies they still have 0 ships and don't seem to do very much. So is there anything specific I can do to get these guys going?
I know this is not what you're asking, but if you up the colony ship to 100,000 people and add an engine, a shipyard tooled to build your colony ship can also build your cargo ship (saving the need to build an extra shipyard).Wait really? I thought I had noticed that shipyards I had retooled for my Mk I and Mk II survey vessels (just added a jump drive and another engine) could build both of them, but I really didn't know why. From what you said I'm guessing that there is a level of similarity between the two classes that must be achieved in order to build two designs at one shipyard. Think you could be so kind as to elaborate more on the similarity requirements?
These are the freighter and colony ships I've got designed. I thought they were pretty standard, but should I go smaller?
Yesterday, I thought I'd read that you subsidized them. Have you found the civilian shipping tab? Give them a few thousand buckazoids (thats the official currency of the aurora universe) and maybe they'll buy a ship. Those ships should be purchasable by their starting currency, though. . .I have subsidized them and know about the civilian shipping tab. Seems like Panopticon is right in this case, just took them another 18 months after I started the colony to get up and running. Thanks for the advice though.
If no civ lines exist yet because of the RNG, you can use SM mode to add one from the same screen.
setting up colonies, either on fully habitable worlds or with infrastructure to support civs, you might have to move a few of your own first. It seems that the more population sources you have the better your chances are.
Pilum class Freighter 28,550 tons 108 Crew 264.4 BP TCS 571 TH 300 EM 0
525 km/s Armour 1-83 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
MSP 0 AFR 5710% IFR 79.3% Max Repair 38 MSP
Cargo 25000 Cargo Handling Multiplier 10
Commercial Ion Engine (2) Power 150 Fuel Use 9% Signature 150 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 35.0 billion km (771 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Caesar class Colony Ship 14,600 tons 118 Crew 656.4 BP TCS 292 TH 150 EM 0
513 km/s Armour 1-53 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 28 Max Repair 38 MSP
Colonists 50000 Cargo Handling Multiplier 10
Commercial Ion Engine (1) Power 150 Fuel Use 9% Signature 150 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 68.4 billion km (1543 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
making sure you have reasonably cheap cargo and colony ship designs available(as in, not marked obsolete)